Dinosaur, Dimetrodon |
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Large Animal
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| Hit Dice: 4d8+12 (30 hp) |
| Initiative: +1 |
| Speed: 30 ft (6 squares), swim 20 ft |
| Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 |
| Base Attack/Grapple: +3/+11 |
| Attack: Bite +7 melee (1d8+6) |
| Full Attack: Bite +7 melee (1d8+6) |
| Space/Reach: 10 ft/5 ft |
| Special Attacks: Improved grab |
| Special Qualities: Low-light vision |
| Saves: Fort +7,
Ref +5, Will +2
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| Abilities: Str 19,
Dex 12, Con 17,
Int 1, Wis 12,
Cha 2 |
| Skills: Hide +2*, Move Silently +5*, Spot +3, Swim +12 |
| Feats: Stealthy, Weapon Focus (bite) |
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| Environment: Warm marsh |
| Organization: Solitary |
| Challenge Rating: 03 |
| Treasure: None |
| Alignment: Always neutral |
| Advancement: 5-8 HD (Large), 9-12 HD (Huge) |
| Level Adjustment: --- |
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This bulky reptile has a short jaw packed with conical teeth and a long colorful spiny sail runs down the length of its back.
The dimetrodon is a primitive carnivorous reptile with slightly mammalian features. Though not actually a dinosaur, it is commonly associated with the same era from which such beasts came.
Dimetrodons average 10 feet in length and about 1 ton in weight. They live in marshes, where they hunt large amphibians and other reptiles. They are competent swimmers, but are slow in the water and swim only to move from one patch of dry land to another.
COMBAT
Dimetrodons attack from ambush, grabbing hold of their prey and shaking it until it dies. It avoids groups of creatures, preferring to attack ones that are separated from their allies.
Improved Grab (Ex): To use this ability, a dimetrodon must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals automatic bite damage each round.
Skills: *A dimetrodon gains a +4 racial bonus on all Hide and Move Silently checks made in marshes.
A dimetrodon has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
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1983 Wizards of the Coast, Inc. Originally found in the first edition Monster Manual II (1983, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995). It also appeared in the original D&D |
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