Cleon Specials – Prehistoric Beasts!

Cleon

Adventurer
This is a resurrection of an old thread, Reviewing, Revising, and Finalizing Prehistoric Animals and Dinosaur Ecology. I'll begin by reposting the stats in that thread as time permits, although I will include a few conversions that originally appeared in other threads but seem a more natural fit here (such as the "Primal Tyrannosaurus").

Similarly, some conversions/updates that were in Reviewing, Revising, and Finalizing Prehistoric Animals and Dinosaur Ecology will be reposted in Cleon Specials - SRD Redux Monsters.

I'll put an Index of the Prehistoric Beasts! monsters in the next post. For a Master Index of my Cleon Special homebrews, see Cleon Specials Monster Index.
 
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Cleon

Adventurer
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Cleon

Adventurer
Revised SRD Dinosaurs
The following entries cover all six creatures in the SRD dinosaur entry, including Elasmosaurus which isn't actually a dinosaur.

Design Notes
Some of the SRD "Dinosaurs" are a bit bland mechanically and may be too weak (the Tyrannosaurus), unrealistically powerful (the Deinonychus), lack an expected ability (the long neck of an Elasmosaurus should give it increased Reach with its bite) or be based on out-of-date models (a Megaraptor is NOT a giant maniraptor: the big claws are on its hands not its feet).

I might add some "Redux notes" on individual entries to go into more detail.
 
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Cleon

Adventurer
Deinonychus Redux
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d10+3)
Full Attack: Talons +7 melee (1d10+3) and 2 foreclaws +2 melee (1d3+1) and bite +2 melee (2d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +8* [+16 in undergrowth], Jump +21, Listen +6, Spot +6, Survival +6
Feats: Run, Track
Environment: Warm forests or plains
Organization: Solitary, pair, or pack (3–6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5 HD (Medium); 6–8 HD (Large)
Level Adjustment:

A Deinonychus is bright green along its back and flanks, with a much lighter shade of the same colour on its underside. The body has darker spots or stripes. Its tail extends straight out behind itself, held aloft by an intricate structure of bony supports, thus allowing its weight to be carried entirely by the back legs. It stands 6 feet tall and weighs about 300 pounds, with a total length of 16 feet.

Combat
A Deinonychus uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A Deinonychus has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics.

Pounce (Ex): If a Deinonychus charges, it can make a full attack.

Skills: A Deinonychus has a +4 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

*Its racial bonus to Hide increases to +12 in undergrowth.

Design Notes
This is pretty close to the original SRD version except it has a slight reduction in Strength (since a real-life Deinonychus was probably around the weight of a small lion or large jaguar, not 600 pounds (which is well over the 500 lb normal maximum weight of a Medium creature). This version is still considerably larger than the real-life version, which was about 10 feet long or so.

Also reduced the racial bonuses to skills from the original's +8 to a more modest +4, although I compensated by giving it a higher bonus for being "camouflaged for undergrowth" like a leopard (although there's no paleontological evidence for that it seems reasonable, and goes well with Jurassic Park style "hunting the hunter" encounters).

I've also posted an alternative version of a Deinonychus as the Medium example for a Standard Maniraptors rough draft, but that was a work-in-progress I never got around to finishing. A finished version might get posted on this thread eventually!

Both Cleon Special versions (the SRD Redux and Medium Maniraptor) might be unrealistically lethal due to their high damage outputs. This was deliberate, since I wanted to keep their "Damage-Per-Round" in a similar ballpark to Challenge Rating 3 predatory cats like the SRD Lion which have a similar excessive lethality. Which reminds me, I've got an Lion Redux lying around somewhere I ought to post sometime.


Skill Ranks: Hide 2S+2Dex+4R, Jump 2S+4R+Str4+12Speed, Listen 1S+4R+Wis1, Spot 1S+4R+Wis1, Survival 1S+4R+Wis1
 
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Cleon

Adventurer
Elasmosaurus Redux
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +6
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +7/+22
Attack: Bite +13 melee (1d10+10)
Full Attack: Bite +13 melee (1d10+10)
Space/Reach: 15 ft./10 ft. (20 ft. with bite)
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +11, Will +4
Abilities: Str 25, Dex 14, Con 22, Int 1, Wis 13, Cha 9
Skills: Hide –4* [+4 in water], Listen +4, Spot +9, Swim +15
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary, pair, or herd (5–8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11–20 HD (Huge); 21–30 HD (Gargantuan)
Level Adjustment:

Though it resides primarily in the water, an Elasmosaurus only breathes air. An Elasmosaurus has a total length of some 40 feet, including a neck half as long as its entire body, and weighs about 10,000 pounds. Observers who see only its head or tail might easily mistake it for a massive snake.

Combat
An Elasmosaurus only hunts prey small enough for it to swallow, but will defend itself aggressive if it feels itself to be threatened. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, it travels with its head out of the water, snapping down quickly to seize prey.

Improved Grab (Ex): To use this ability, an Elasmosaurus must hit an opponent of up to one size smaller 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 can try to swallow the foe the following round.

Swallow Whole (Ex): An Elasmosaurus can try to swallow a grabbed opponent of up to three sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+7 points of bludgeoning damage and 8 points of acid damage per round from the Elasmosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge Elasmosaurus’s gizzard can hold 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: An Elasmosaurus has a +8 racial bonus on Swim checks. It can always choose to take 10 on a Jump or Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*An Elasmosaurus has a +8 racial bonus on Hide checks in water.

Design Notes
An Elasmosaurus is not a dinosaur. There seems little point complaining, as it's a grand old D&D tradition to lump other prehistoric beasts under the name "Dinosaur", mostly aquatic reptiles and pterosaurs. The AD&D Dinosaur list includes a few amphibians and at least one shark!

Mechanically it's a poor match to the real-world marine reptile, whose comparatively tiny head would have been unlikely to do so much damage. The original description of it having "a tail half as long as its entire body" is way off, since it's an Elasmosaurus's neck that is extraordinarily long. Hence I reduced the bite damage and increased its Reach while slightly reducing its Strength. I toyed with the idea of giving it some kind of reduced Str bonus to bite (i.e. +1×Str or +½×Str) but in the end left it with the standard +1½×Str. Some D&D versions of Plesiosaurs have flipper attacks and I dithered about using that as a solution (i.e. give it an attack line containing "Bite or flipper-slap". Maybe I'll add that to a later version. The original creature's feats were a poor selection so were changed in the Redux version. The SRD also gives it an oddly low natural armour bonus of +3 which I bumped up to +5.

The most significant change was adding an Improved Grab & Swallow Whole attack. The real-world animal wouldn't have eaten anything it couldn't swallow whole, since its teeth and jaws were shaped for holding prey and could not tear or bite food into pieces. It might have been able to swallow meals a bit larger than its head due to the snake-like flexibility of its skull and jaws, but there's no way it would have aggressively hunted anything it noticed like the SRD version's tactics claim. Oh, neither could it have held its head out of the water and snapped down on prey, but I happily overlooked that undramatic fact for the tactics. It is a "dinosaur" in a fantasy RPG after all, so strict scientific accuracy must sometimes take a back-seat to cool imagery.

Even with Swallow Whole and a better choice of feats, I think the Elasmosaurus is way too weak to be Challenge Rating 7 like the SRD claims so reduced it to CR 5. That said, a Huge plesiosaur with a mid-sized head would possess a more damaging bite with a shorter reach like the SRD Elasmosaurus does and likely be CR 6, while one with a large head that specialized in hunting large prey should definitely have a higher Challenge Rating. I believe I have rough drafts for a few such Sauropterygians lying around somewhere.
 
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Cleon

Adventurer
Utahraptor (Megaraptor Redux)
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Talons +11 melee (2d8+6)
Full Attack: Talons +11 melee (2d8+6) and 2 foreclaws +9 melee (1d4+3) and bite +9 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 23, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +5* [+13 in undergrowth], Jump +24, Listen +8, Spot +8, Survival +8
Feats: Run, Multiattack, Track
Environment: Warm forests or plains
Organization: Solitary, pair, or pack (3–6)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9–11 HD (Large); 12–16 HD (Huge)
Level Adjustment:

This creature is a larger relative of the Deinonychus that stands about 9 feet tall, with a total length of 24 feet and an average weight of 1000 pounds. It has the same appearance, habits, and abilities as its smaller cousin.

Combat
A Utahraptor uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A Utahraptor has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics.

Pounce (Ex): If a Utahraptor charges, it can make a full attack.

Skills: A Utahraptor has a +4 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

*Its racial bonus to Hide increases to +12 in undergrowth.

Design Notes
To begin with, a Megaraptor is not a jumbo-sized Deinonychus as portrayed in the SRD. This original interpretation of the fossil proved to be incorrect, and current reconstructions of this dinosaur indicate it is a relatively slender theropod with large sickle-claws on its hands, although argument still rages over what family it belongs to. A sickle-handed Megaraptor is different enough from the SRD version to have entirely new stats as the Megaraptor Redux (this link is to an old version which should get updated & reposted here in due course).

However, the relatively recently discovered Utahraptor was a large-sized dromaeosaur like the SRD Megaraptor was intended to represent, so I have substituted that genus for the Megaraptor entry. It's basically just a bigger version of its relative the Deinonychus which be a distant descendant (Utahraptor ostrommaysi died out about 30 million years before Deinonychus antirrhopus).

Mechanically, this Utahraptor is basically the SRD Megaraptor with a slightly higher Strength and a more effective feat selection, plus its racial bonuses to skills have been changed to match the Deinonychus Redux.

The stats look a bit like a CR 5 monster to me, but I feel it's close enough to the boundary with CR 6 to be willing to leave it at the original Challenge Rating.

The SRD Megaraptor's +10 Fort save is an error, an 8 HD animal with a +5 Con bonus has a +11 Fort save.

There is also a Utahraptor conversion in the Creature Catalog, based on a 2E AD&D Monstrous Compendium-style version that appeared in the Dungeon Magazine #54 adventure "The Fiends of Tethyr".


Skill Ranks: Hide 3S+Dex2+4R-4size, Jump 2S+4R+Str6+12Speed, Listen 2S+4R+Wis2, Spot 2S+4R+Wis2, Survival 2S+4R+Wis2
 
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Cleon

Adventurer
Triceratops Redux
Huge Animal
Hit Dice: 16d8+112 (184 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +12/+30
Attack: Gore +20 melee (2d8+15)
Full Attack: Gore +20 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge, trample 2d12+15 [DC28]
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +9, Will +6
Abilities: Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Alertness, Endurance, Great Fortitude, Improved Bull Run, Power Attack, Run
Environment: Temperate plains
Organization: Solitary, pair, or herd (5–8)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 17–24 HD (Huge); 25–32 HD (Gargantuan)
Level Adjustment:

A Triceratops has a body about 25 feet long and weighs about 15,000 pounds.

Combat
These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A Triceratops uses its trample attack on smaller opponents.

Powerful Charge (Ex): When a Triceratops charges, its gore attack deals 4d8+20 points of damage.

Trample (Ex): Reflex half DC 28. The save DC is Strength-based.

Design Notes
The Triceratops is probably the most soundly designed of the SRD Dinosaurs. Its only significant problem is a very poor feat selection. The original monster had four Toughness feats, which adds little to the build's effectiveness. It also seems a bit too heavy for a Ceratopsian of that size.

These stats can also be used for pretty much any Huge Ceratopsian, since their differences in habitat and head-ornamentation would not have changed their 3E D&D mechanics significantly. It's worth mentioning that many of these dinosaurs might not have used their horns to fight or lacked horns altogether, but all Ceratopsians would have had extremely powerful jaws and scissor-like rows of teeth capable of shearing through substantial branches. The "gore" might actually be with their jaws.

It's worth mentioning that the SRD's Triceratops has a Challenge Rating one higher than its Tyrannosaurus (CR 9 vs 8), and this version retains that relationship. The Triceratops isn't as tough as two Tyrannosaurs as the CRs would indicate, but it would certainly be the favourite in a one-on-one fight since it has a better AC, slightly more hit points and its Powerful Charge does more damage than a Tyrannosaurus's bite. Personally I'd rather they have the same Challenge Rating to better stage the epic "carnosaur vs. ceratopsian" brawls from movies I have a fondness for, but that seemed outside the scope of the SRD Redux conversions. Later Cleon Special versions of these animals will likely be tweaked to the two combatants are more evenly matched.

Oh, the Triceratops' Trample attack is very effective against humanoid-size opponents, which might be the justification for its CR being higher than a Tyrannosaurus. Challenge Ratings are intended as monsters-versus-PC metrics after all, not as rough guides to monster-versus-monster fights.
 
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Cleon

Adventurer
Tyrannosaurus Redux
Huge Animal
Hit Dice: 18d8+126 (207 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 18 (–2 size, +1 Dex, +9 natural) touch 9, flat-footed 17
Base Attack/Grapple: +13/+33
Attack: Bite +24 melee (3d8+18/19–20)
Full Attack: Bite +24 melee (3d8+18/19–20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +18, Ref +12, Will +10
Abilities: Str 34, Dex 12, Con 25, Int 2, Wis 15, Cha 10
Skills: Hide +8* [+12 in undergrowth], Listen +10, Spot +12, Survival +10
Feats: Alertness, Improved Critical (bite), Iron Will, Power Attack, Run, Track, Weapon Focus (bite)
Environment: Warm plains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Huge); 25–36 HD (Gargantuan)
Level Adjustment:

Despite its enormous size and 6-ton weight, a Tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. A typical adult specimen is between 30 and 40 feet long from nose to tail.

Combat
A Tyrannosaurus pursues and eats just about anything it sees. They are surprisingly stealthy, and often hide in wait for passing prey. Its tactics are simple—charge in and bite.

Improved Grab (Ex): To use this ability, a Tyrannosaurus must hit an opponent of up to one size smaller 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 can try to swallow the foe the following round.

Swallow Whole (Ex): A Tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+12 points of bludgeoning damage and 8 points of acid damage per round from the Tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge Tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A Tyrannosaurus has a +4 racial bonus on Hide, Listen, Spot, and Survival checks.

*Its racial bonus to Hide increases to +8 in undergrowth.

Design Notes
Of the SRD Dinosaurs, I think the Tyrannosaurus has the weakest design. For a start, the feat selection is abysmal. Its AC of 14 is even lower than the earlier versions – AD&D version has AC 5 (equivalent to AC 15 in 3E), the BECMI version has AC 3 (equivalent to AC 17 in 3E). Ability-wise, its Strength 28 is only 2 points higher than the SRD's Brown Bear which is at least 6 times smaller, it's also 2 points lower than the SRD's Elephant, an animal of roughly the same weight which has multiple attacks in 3E. The 3d6+13 bite damage compares poorly to the AD&D version's 4d10 (plus two 1d6 claws) or the BECMI's 5d10 considering the inflated hit point values of Third Edition Dungeons & Dragons.

Just compare the SRD's Elephant to its Tyrannosaurus - the elephant has a 1-point higher AC and noticeably worse saves, but its Full Attack is a 2d6+10 slam and two 2d6+5 which average 41 damage if all hit (or it has a 2d8+15 gore that averages 24 damage). The Tyrannosaurus only has a single 3d6+13 bite, for 23.5 damage, roughly the same as the Elephant's gore. In a one-on-one fight the Elephant might win. Allowing for critical hits, the average damage-per-round each combatant would inflict on the other is:

1st round
Elephant gores (95% hit, of which 5% potential critical); average damage = 24×(0.9)+24×(2×0.05×0.95) = 24×(0.9+0.1×0.95) = 23.88
Tyrannosaurus bites (95% hit, of which 5% potential critical); average damage = 23.5×(0.9)+47×(0.05×0.95) = 23.5×(0.995) = 23.3825

Subsequent rounds
Elephant slams (95% hit, 5% potential critical) and stamps (90% hit, 5% potential critical); average damage = 17×(0.995) + 2×12×(0.85+0.1×0.90) = 39.475
Tyrannosaurus bites (95% hit, of which 5% potential critical); average damage = 23.5×(0.9)+47×(0.05×0.95) = 23.3825

It'd typically take the elephant roughly five rounds to chew through the Tyrannosaurus's 180 hit points, while the Tyrant King would need an average of 4.5 rounds. If the pachyderm wins initiative or rolls a bit better it could easily come out the victor. However, elephants are Challenge Rating 7, so there ought to be two of them fighting a Challenge Rating 8 Tyrannosaurus - the dinosaur has little chance of winning such a fight.

As for special abilities, an elephant's Trample has excellent mass-damage potential and is arguably more effective than the Tyrannosaurus's Swallow Whole. It does roughly the same damage as the rex's Swallow attack and can affect creatures up to Large size, not just Medium.

For this Redux I increased the Strength and natural armour bonus and gave it a different Feat and Skill selection. The description and tactics are tweaked to be a bit more interesting.

Even with these improvements the Tyrannosaurus Redux is not quite a match for a Triceratops Redux. Ideally I would resolve this issue by completely redesigning the dinosaur to be a Challenge Rating 9, but I wanted to keep the stats and abilities of these Reduxes relatively close to the SRD when possible. For a more fantastical interpretation, see the Primal Tyrannosaurus in the next post.


Skill Ranks: Hide 11S+Dex1+4R–8size, Listen 2S+4R+Wis2+2F, Spot 4S+4R+Wis2+2F, Survival 4S+4R+Wis2
 
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Cleon

Adventurer
Primal Tyrannosaurus
Huge Magical Beast (Dire)
Hit Dice: 18d10+144 (243 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 21 (–2 size, +1 Dex, +12 natural) touch 9, flat-footed 20
Base Attack/Grapple: +18/+40
Attack: Bite +30 melee (4d6+14/19–20 plus toxic jaws) or kick +30 melee (3d6+14) or tail-slap +25 melee (2d8+21)
Full Attack: Bite +31 melee (4d6+14/19–20 plus toxic jaws) and kick +25 melee (3d6+7) or bite +31 melee (4d6+14/19–20 plus toxic jaws) and tail-slap +25 melee (2d8+21)
Space/Reach: 15 ft./15 ft. (30 ft. with tail)
Special Attacks: frightful presence (DC19), lashing tail (DC33 sweep 2d6+14), leaping talons (2 kicks +30 melee 2×3d6+14), pounce, seize prey, swallow whole, toxic jaws (DC27), trample (3d6+14, DC33), worry (8d6+28)
Special Qualities: Enhanced scent, ignore death, instinctive brute, low-light vision, primal magic resistance (Immune to ability drain, ability damage, death magic, energy drain, petrifaction and polymorph, SR24 versus stun, paralysis, sleep, unconsciousness and mind-affecting abilities [except for rage], plus SR24 to burst magical barriers and constraints)
Saves: Fort +19, Ref +12, Will +13
Abilities: Str 39, Dex 12, Con 26, Int 1, Wis 15, Cha 10
Skills: Hide +5, Jump +30, Listen +9, Spot +12, Survival +10* [+14 when tracking by scent]
Feats: Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Power Attack, Track, Weapon Focus (bite)
Environment: Warm forests and plains
Organization: Solitary or pair
Challenge Rating: 14?
Treasure:
None
Alignment: Always neutral
Advancement: 19–24 HD (Huge); 25–48 (Gargantuan); 49–96 (Colossal)
Level Adjustment:

Despite its enormous size and 25000 pound weight, a Primal Tyrannosaurus is surprisingly swift and agile. An average Primal Tyrannosaurus is almost 50 feet long from nose to tail, towering 25 feet in height. Its jaws are nearly 6 feet long, with teeth like razor-sharp steak-knives up to 6 inches in length.

Combat
A Primal Tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple—charge in and Pounce. It will try to Seize hold of prey so as to Worry big opponents or chew and Swallow minor targets. Primal tyrannosaurs almost never retreat from combat.

Enhanced Scent (Ex): This functions like the scent special quality (q.v.), except that it has double the range of regular scent (60 ft. normally, 120 ft. upwind and 30 ft. downwind), and the Primal Tyrannosaurus has a +4 racial bonus on scent checks, which stacks with its racial bonus to Survival checks for purposes of tracking.

Frightful Presence (Ex): A Primal Tyrannosaurus can unsettle foes with its mere presence. The ability takes effect automatically whenever the tyrannosaur attacks, charges, or roars. Creatures within a radius of 10 feet × the tyrannosaur's Hit Dice are subject to the effect if they have fewer HD than the tyrannosaur. A potentially affected creature that succeeds on a DC19 Will save remains immune to that tyrannosaur's Frightful Presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. The save DC is Charisma-based.

Ignore Death (Ex): A Primal Tyrannosaurus possesses an incredible vitality that allows it to fight without penalty while at negative hit points, it also automatically makes any checks to become stable when it's in the dying condition. At the end of each round a Primal Tyrannosaurus is in negative hit points, the tyrannosaur must make a Fortitude check against a DC of DC of 10 plus 1 for every 10 negative hit points. If it fails, its ability to Ignore Death ends and it suffers the normal consequences of its negative hit points — disabled, dying or dead. A Primal Tyrannosaurus at –10 hit points or fewer will take an additional 10 hit points of damage per round from its mortal wounds, applied just before it makes its Ignore Death check.

Ignore Death does not allow a Primal Tyrannosaurus to ignore the purely mechanical consequences of a wound. If one were to be decapitated by a vorpal sword, for example, its head would only be able to snap and glower impotently as it lay on the ground, while the rest of its body staggers about blindly like the world's scariest headless chicken.

Furthermore, a Primal Tyrannosaurus's life force is so strongly tied to its body they are exceptionally easy to raise from the dead. A raise dead spell cast on a Primal Tyrannosaurus is as effective as a resurrection, while a resurrection or higher spell can revive a Primal Tyrannosaurus regardless of how long it has been dead, even from fossilized remains that are millions of years old.

Instinctive Brute (Ex): Any effect that controls a Primal Tyrannosaurus's behaviour can only cause it to take actions that accord with its natural behaviour — basically hunt, fight, kill, eat and mate. If an outside agent orders it to, say, pass a meal when its hungry or pick some flowers, its primitive nervous system is literally incapable of processing the command.

Furthermore, a Primal Tyrannosaurus can continue acting if one of its mental attributes (Int, Wis or Cha) is reduced to zero, becoming a blind, mindless or characterless engine of destruction. It can be difficult to tell the difference.

A word of warning; the closest a Primal Tyrannosaurus has to the concept "friend" is that of "mate". Therefore placing a charm effect on one of these monsters can result in an unpleasant misunderstanding, or at worst a shocking experience!

Lashing Tail (Ex): A Primal Tyrannosaurus's tail has double the reach of a creature of its size. Its tail attack rolls are always penalized as if they were secondary attacks, even if it is the only attack they make in a round. Its tail-slap attacks apply 1½ times its damage bonus from strength.

The Primal Tyrannosaurus can also make a tail sweep attack as a standard action. The sweep affects a half-circle with a radius of 30 feet (40 feet for a Gargantuan tyrannosaur, 60 feet Colossal one), extending from an intersection on the edge of the tyrannosaur's space in any direction. The tail-sweep automatically inflicts 2d6+14 damage to all creatures within the affected area that are two or more sizes smaller than the tyrannosaur, halved if they make a DC 33 Reflex save.

The save DC is Strength-based.

Leaping Talons (Ex): As a full round action, a Primal Tyrannosaurus can jump to make two kick attacks, each kick is a +30 melee attack doing 3d6+14 damage. It can take 10 on its jump check, so an average Primal Tyrannosaurus can leap 40 feet horizontally, and can move up to a double move before attacking.

A Primal Tyrannosaurus can attack two separate targets with Leaping Talons if they are both within a space no wider than the tyrannosaur's reach. If the tyrannosaur uses both of its Leaping Talons' kick attacks against a creature two or more size categories smaller than itself it rolls for each attack but can only use the best result, since it can not strike such a lesser foe simultaneously with both feet.

Pounce (Ex): If a Primal Tyrannosaurus charges a foe, it can make a kick and a bite attack, including a Swallow Whole attempt if it succeeds in Seize Prey with the bite.

Primal Magic Resistance (Su): A Primal Tyrannosaurus is driven by primeval forces from before the dawn of magic, rendering them highly resistant to supernatural effects.

All Primal Tyrannosaurus are immune to any magical effect that alters its physical form, including ability drain, ability damage, death magic, energy drain, insanity, petrifaction and polymorph.

A Primal Tyrannosaurus has a spell resistance of 15 plus half its hit dice (SR24) against magical effects that cause paralysis, poison, stun, sleep or unconsciousness as well as mind-affecting abilities such as charm, fear and pain with the exception of rage effects, which affect it normally.

Note that a Primal Tyrannosaurus has no special resistance to non-magical poison or extraordinary attacks against abilities, such as blood drain.

Finally, a Primal Tyrannosaurus can attempt to burst out of any form of magical restraint with a swift action, whether the restraint is physical such as a resilient sphere or mental such as dominate monster. This requires a successful spell resistance check, even if the effect does not normally allow spell resistance, such as the wall of force spell. The Tyrannosaurus can make no more than one such attempt per round.

A Primal Tyrannosaurus will automatically try to burst any magical restraints it is under if it takes damage or perceives a rival or threat, even if it is magically denied its normal ability to declare actions by an effect such as paralysis, unconsciousness or domination.

Seize Prey (Ex): The Primal Tyrannosaurus can choose to start a grapple when it hits with a kick or bite attack, as though it had the improved grab special attack. If it gets a hold it can make a Worry attack on subsequent rounds. If the tyrannosaur gets a hold on a creature two or more sizes smaller, on subsequent rounds it can also opt to squeeze the creature for automatic bite or kick damage, or make a Swallow Whole attack against a creature held in its jaws.

A Primal Tyrannosaurus can seize two such lesser prey simultaneously, one in its jaws and one under a foot. The tyrannosaur is not considered flat-footed while seizing lesser prey and can attack into its threatened squares normally, including Attacks of Opportunity, although it has a –20 penalty on its grapple checks against its seized prey during rounds it attacks other foes and cannot make opportunity attacks with a natural weapon while it uses it to seize prey (i.e. it can only bite the opponent held in its jaws, not other foes).

The Primal Tyrannosaurus can move normally with a lesser victim held in its jaws. If it has a lesser prey seized in a foot it must make a grapple check as if moving with a pinned opponent, which counts as a Move action for the Tyrannosaurus instead of a standard action as per the basic grapple rules.

The Tyrannosaurus can drop a creature it has seized as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet travelled.

Swallow Whole (Ex): A Primal Tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+14 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaur’s gizzard. A swallowed creature can use a light slashing or piercing weapon to attack the gizzard (AC 16), if they deal 40 points of damage the Tyrannosaurus will spit them out. Only the creature that inflicted the damage exits; another swallowed opponent must force its own way out.

A Huge Primal Tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Toxic Jaws (Ex): A Primal Tyrannosaurus's fangs are swimming in toxic bacteria and stained with the deliquescing remains of its victims. Any creature bitten or worried by the Tyrannosaurus must make a DC 27 Fortitude save or contract the disease festering death. The save DC is Constitution-based.

Festering death — bite, Fortitude DC 27, incubation period 1d3 hours; damage 1d6 Str and 1d6 Con.

Trample (Ex): Reflex half DC 33. The save DC is Strength-based.

Worry (Ex): A Primal Tyrannosaurus can inflict 8d6+28 damage plus its Toxic Jaws attack by making a successful grapple check against a held opponent, tearing at its victim with its jaws and foreclaws. It can make a Worry attack instead of a regular bite attack when it makes a full attack with its bite and a tail-slap or kick.

A worry attack does the same damage as a critical hit from the Primal Tyrannosaurus's bite attack, including the Toxic Jaws effect. Should the bite attack have some additional effect it inflicts on a critical hit, the Primal Tyrannosaurus will inflict that with a worry attack if it rolls a 19–20 on its grapple check and then "confirms the critical" with a +31 melee attack.

Skills: A Primal Tyrannosaurus has a +10 racial bonus on Jump checks, a +8 racial bonus on Hide checks, a +4 racial bonus on Spot and Survival checks and a +2 racial bonus on Listen checks.

The Nightmare King (Maximized Primal Tyrannosaurus)
Colossal Magical Beast (Dire)
Hit Dice: 96d10+1344 (1872 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 28 (–8 size, +5 Dex, +21 natural) touch 7, flat-footed 23
Base Attack/Grapple: +96/+140
Attack: Bite +115 melee (6d6+26/17–20 plus toxic jaws and devastating critical) or kick +114 melee (5d6+26) or tail-slap +114 melee (4d8+39)
Full Attack: Bite +115 melee (6d6+26/17–20 plus toxic jaws and devastating critical) and kick +109 melee (5d6+13) or bite +115 melee (6d6+26/17–20 plus toxic jaws and devastating critical) and tail-slap +109 melee (4d8+39)
Special Qualities: Damage reduction 30, enhanced scent, fast healing 30, ignore death, instinctive brute, low-light vision, primal magic resistance (Immune to ability drain, ability damage, death magic, energy drain, petrifaction and polymorph, SR63 versus stun, paralysis, sleep, unconsciousness and mind-affecting abilities [except for rage], plus SR63 to burst magical barriers and constraints)
Saves: Fort +64, Ref +59, Will +57
Abilities: Str 62, Dex 20, Con 38, Int 1, Wis 16, Cha 10
Skills: Hide +15, Jump +60, Listen +35, Spot +35, Survival +20* [+24 when tracking by scent]
Feats: Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Critical (bite), Power Attack, Track, Weapon Focus (bite)
Epic Feats: Damage Reduction ×10, Epic Reflexes, Epic Will, Devastating Critical (bite), Fast Healing ×10, Great Wisdom, Overwhelming Critical (bite)
Environment: Warm forests and plains
Organization: Solitary (thank Pelor!)
Challenge Rating: 35?
Treasure:
None
Alignment: Always neutral
Advancement:
Level Adjustment:

There may only be one of these enormous monsters in existence, called The Nightmare King by some and worshipped as a God of Death by others, this creature may be the largest and most powerful natural being in the land, unless those legends about a 160 foot tall ape are true.

No sage has ever succeeded in measuring the Nightmare King, some estimates of its size exceed 200 feet in length and 1000 tons in weight.

Note that due to the Nightmare King's Ignore Death and Fast Healing abilities even if its negative hit points are reduced past death it will heal at 20 hit points per round so long as it succeeds on its Ignore Death Fortitude saves. Rumour insists the Nightmare King is a living immortal, able to survive and heal back from any injury.

If the Nightmare king rolls 17–20 on its grapple check when making a Worry attack it threatens a critical, which includes the effects of its Overwhelming Critical and Devastating Critical feats, if confirmed with a +115 melee attack the critical results in 13d6+52 damage and a DC84 Fort save versus death instead of the worry's regular 12d6+52 damage.

Design Notes
See the thread Modifying Under Performing SRD Monsters, or "Building A Better Otyugh" for the original Enworld forum discussion on this monster and how to "improve" the SRD Tyrannosaurus.


Build Notes
Abilities: Str 39, Dex 12, Con 26, Int 1, Wis 15, Cha 10?
Skill Ranks (21 SPs): Hide 4S+8R+1Dex–8size, Jump 2S+14Str+10R+4speed, Listen 5S+2R+2Wis, Spot 6S+4R+2Wis, Survival 4S+4R+2Wis
=> Skills: Hide +5, Jump +30, Listen +9, Spot +12, Survival +10* [+14 when tracking by scent]

The Epic version will have fast healing and damage reduction. Oh boy!

Abilities: Str 62, Dex 20, Con 38, Int 1, Wis 16, Cha 10
Skills Ranks (99 SPs): Hide 18S+8R+5Dex–16size, Jump 10S+26Str+10R+4speed, Listen 30S+2R+3Wis, Spot 28S+4R+3Wis, Survival 13S+4R+3Wis
=> Skills: Hide +15, Jump +60, Listen +35, Spot +35, Survival +20* [+24 when tracking by scent].
33 feats
Cleave, Combat Reflexes, Great Cleave, Improved Critical (bite), Lightning Reflexes, Power Attack, Track, Weapon Focus (bite)
Damage Reduction ×10, Epic Reflexes, Epic Will, Devastating Critical (bite), Fast Healing ×10, Great Wisdom, Overwhelming Critical (bite)

Devastating Critical (+1d6 damage and DC58+26 Fort save vs death = DC 84)
size increase +16 Str, +8 Con
19 ability increases from Advancement – +7 Str,+8 Dex, +4 Con
 
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Cleon

Adventurer
Additional Prehistoric Animals
The following entries will include many dinosaurs, both individual species/genera and generic types of dinosaur, as well as other extinct animals. Those without "Redux" added after the name will be creatures without officially published 3E stats, those with Redux are alternatives to the official version(s). Most or all of the conversions are likely to be animals that lived during the Mesozoic.
 

Cleon

Adventurer
Allosaurus Redux
Large Animal
Hit Dice: 10d8+50 (95 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+17
Attack: Bite +12 melee (2d6+6)
Full Attack: Bite +12 melee (2d6+6) and claws +7 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +9, Will +5
Abilities: Str 23, Dex 15, Con 21, Int 1, Wis 15, Cha 10
Skills: Hide +6* [+10 in undergrowth], Listen +9, Spot +9, Survival +9
Feats: Endurance, Power Attack, Run, Track
Environment: Warm forests or plains
Organization: Solitary, pair or pack (3–12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11–12 HD (Large); 13–24 HD (Huge); 25–30 HD (Gargantuan)
Level Adjustment:

An Allosaurus is a classically built predatory dinosaur, with a large head full of serrated teeth and two short but powerful forelimbs ending in 3-fingered hands for grasping prey.

A typical Allosaurus stands about 8 feet tall, with a total length of 25 feet, and weighs about 2500 pounds. They can grow considerably bigger than this, and some of its larger relatives may rival a Tyrannosaurus in size.

Combat
An Allosaurus strikes fast and hard, often from ambush. They usually charge in with their bite attack, and then tries to grapple with its foreclaws and strikes repeatedly with power-attack bite attacks. Against particularly large opponents they attempt to circle around to make hit-and-run attacks against their flanks.

Improved Grab (Ex): To use this ability, an Allosaurus must hit with its bite or claws 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 with a bite attack, it establishes a hold and can try to swallow the foe the following round. If it wins with its claws attack it can full-attack the held opponent with both its bite and claws at their full +12 attack bonus.

Swallow Whole (Ex): an Allosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d10+6 points of bludgeoning damage and 8 points of acid damage per round from the Allosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large Allosaurus’s gizzard can hold 2 Small, 8 Tiny, or 32 Diminutive or 128 Fine opponents.

Skills: An Allosaurus has a +4 racial bonus on Hide, Listen, Spot, and Survival checks.

*Its racial bonus to Hide increases to +8 when it is in thick undergrowth.

Greater Allosaurus
Huge Animal
Hit Dice: 15d8+90 (157 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 18 (–2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +11/+27
Attack: Bite +17 melee (3d6+8/19–20)
Full Attack: Bite +17 melee (3d6+8/19–20) and claws +12 melee (1d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +10, Will +9
Abilities: Str 27, Dex 13, Con 23, Int 1, Wis 15, Cha 10
Skills: Hide +6* [+10 in undergrowth], Listen +9, Spot +10, Survival +9
Feats: Endurance, Improved Critical (bite), Iron Will, Power Attack, Run, Track
Environment: Warm forests or plains
Organization: Solitary, pair or pack (3–12)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 16–24 HD (Huge); 25–30 HD (Gargantuan)
Level Adjustment:

10 feet high and 35 feet long, weighing around 6000 pounds. This represents the old AD&D 15 Hit Dice Allosaurus and could be a particularly big specimen of Allosaurus of a larger relative such as Saurophaganax.

Design Notes
The official 3E stats for the Allosaurus appear in Monster Manual II. The main objections I have to them are (a) at 36 feet long and Huge size it's arguably a little too big, that's roughly the size of the LARGEST Allosaurids such as Saurophaganax maximus (which some consider to be a species of Allosaurus). If the MMII version had 15 Hit Dice like the AD&D Allosaurus did I wouldn't mind so much, but the official 3E Allosaurus is reduced to 10 Hit Dice and has Strength 24, which seems more appropriate for a smaller animal – that's between a Bison's Str 22 and a Brown Bear's Str 26, both of which are Large animals.

Secondly, I didn't care for the special attacks of the MMII version, which gave the Allosaurus a Trample and Rake special attacks in addition to the Grab & Swallow Whole of the Tyrannosaurus. While I guess any sufficiently large animal could trample smaller creatures underfoot, a Theropod seems build for grabbing on and tearing a single opponent up with tooth & fang rather than rushing about stomping everything underfoot. As for the Rake, I am perplexed how an Allosaurus is supposed to contort itself enough to hold onto an opponent with its jaws while kicking them with both its hind feet - they're not as flexible as a cat after all!

Now I appreciate that giving the dinosaur another special attacks can make it more interesting in play, I just don't feel those particular special attacks are appropriate.

So I've statted up a "minimalist" 10 Hit Dice Allosaurus by reducing its size to be the high end of Large and cutting the Rake and Trample while adding a separate Greater Allosaurus to cover the Huge size and 15 Hit Dice aspects of the old versions.

You probably notice I've also given it a "claws" attack rather than 2 separate claw attacks. The main reason I did this is that it made it simpler to match the damage of a Tyrannosaur-style "one big bite" dinosaur and an Allosaur-style "bite and claws" dinosaur of the same size. If I gave it two claw attacks, each with ×½ its Strength bonus added to the damage, the only way to have two dinosaurs of these bauplans do roughly similar damage would be to give one of them natural weapon's base damages massively higher or lower than the other.

i.e. say you have two Str 26 theropods, an Allosaur-type with a bite/claw/claw routing would get +16 damage from its Strength and the Tyrannosaurus-type would get +12 damage from its strength. Even with only 1d4 base damage claws, the Allosaur's claws could do 13 more damage on average, so the Tyrannosaur's bite would need to have a base damage 4d8 or 5d6 higher for it to have the same lethality.

Making it a single "claws" is a lot easier.

The Allosaurus could do with some sort of special attack to make it a little more interesting, but for this bare-bones version I'll just leave it with Improved Grab & Swallow Whole. Most likely if I get around to Re-Reduxing this bauplan of dinosaur I'd add some sort of special effect to its bite. Allosaurs (and many other "carnosaur" type predatory dinosaurs) had thin sharp teeth and might have gaped their jaws wide to slash great wound in their prey's flesh much like a shark does. That will have to wait for another day though.


Skill Breakdown
Allosaurus: Hide 4S+Dex2+4R–4size, Listen 3S+4R+Wis2, Spot 3S+4R+Wis2, Survival 3S+4R+Wis2
Greater Allosaurus: Hide 9S+Dex1+4R–8size, Listen 3S+4R+Wis2, Spot 3S+4R+Wis2, Survival 3S+4R+Wis2
 
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Cleon

Adventurer
Megaraptor Redux
Huge Animal
Hit Dice: 12d8+60 (114 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (–2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +9/+24
Attack: Bite +15 melee (2d6+8) or claw +15 melee (1d10+4)
Full Attack: Bite +15 melee (2d6+8) and 2 claws +13 melee (1d10+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +10, Will +6
Abilities: Str 27, Dex 15, Con 21, Int 1, Wis 15, Cha 10
Skills: Hide +2* [+10 in undergrowth], Listen +10, Spot +10, Survival +9
Feats: Multiattack, Run, Track, Weapon Focus (bite), Weapon Focus (claw)
Environment: Warm forests or swamps
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 13–19 HD (Huge); 20–30 HD (Gargantuan)
Level Adjustment:

A Megaraptor is a predatory dinosaur with oversized claws on its hands. Its statistics can be used for similar large-clawed carnivorous dinosaurs, such as Baryonyx or a young Spinosaurus (see the Fish-Eating Megaraptor variant).

A typical adult Megaraptor stands about 12 feet tall, with a total length of 30 feet. It weighs 4000 pounds or so.

Combat
A Megaraptor seeks to grab hold of an opponent and tear it apart with their claws and teeth. They usually hunt prey smaller than themselves.

Improved Grab (Ex): To use this ability, a Megaraptor must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: A Megaraptor has a +4 racial bonus on Hide, Listen, Spot, and Survival checks.

*Its racial bonus to Hide increases to +12 in undergrowth.

Fish-Eating Megaraptor
Spinosaurs such as Baryonyx may be relatives of Megaraptor and their stomach contents suggest they ate fish, possibly hooking them from the water with their claws like bears do. Apply the following changes to make Megaraptor a fish-eater.

Skills: Hide +2* [+10 in undergrowth or water], Listen +10, Spot +10, Swim +12, Survival +9

Skills: A fish-eating Megaraptor has a +4 racial bonus on Hide, Listen, Spot, Swim, and Survival checks.

*Its racial bonus to Hide increases to +12 when it is in undergrowth or submerged in water.

Design Notes
The SRD Megaraptor models the dinosaur as an oversized dromaeosaur, an interpretation that further paleontological studies found to be incorrect. This version is more accurate to the current model of the animal. See the Utahraptor conversion for more information and stats for a "jumbo-sized Deinonychus" like the SRD Megaraptor was portrayed as being.


Skill Breakdown
Megaraptor: Hide 4S+Dex2–8size +4R, Listen 4S+Wis2+4R, Spot 4S+Wis2+4R, Survival 3S+Wis2+4R
Fish-Eating: Swim 0S+Str8+4R
 
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Cleon

Adventurer
Pliosaurus
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +7/+22
Attack: Bite +14 melee (2d8+12)
Full Attack: Bite +14 melee (2d8+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +9, Will +4
Abilities: Str 26, Dex 14, Con 22, Int 1, Wis 13, Cha 9
Skills: Hide –4* [+4 in water], Listen +4, Spot +9, Swim +16
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary, pair, or herd (5–8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11–20 HD (Huge); 21–30 HD (Gargantuan)
Level Adjustment:

These relatives of Elasmosaurus have short necks and massive heads crammed with large teeth. A typical Pliosaurus is 30 feet long, with a head about 6 feet long, and weighs about 10,000 pounds.

These stats can be used for other species of marine reptile with a similar body plan, such as Liopleurodon or Kronosaurus, which may not have been closely related to Pliosaurus but were probably similar to it in their habits.

Combat
A Pliosaurus is aggressive and attacks anything it notices. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey.

Improved Grab (Ex): To use this ability, a Pliosaurus must hit an opponent of up to one size smaller 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 can try to swallow the foe the following round.

Swallow Whole (Ex): A Pliosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Pliosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge Pliosaurus's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A Pliosaurus has a +8 racial bonus on Swim checks. It can always choose to take 10 on a Jump or Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

* A Pliosaurus has a +8 racial bonus on Hide checks in water.

Design Notes
This is a typical large-headed Sauropterygian, a type of Mesozoic aquatic reptile. Sauropterygians with small heads and long necks hunted smaller fish and squid, but their large-headed cousins tackled bigger prey, including other aquatic reptiles as well as fish and ammonites. Large-headed pliosaur evolved multiple times among the Sauropterygia, so a particular species might have long-necked "plesiosaur" cousins more closely related to it than many large-headed pliosaurs.

Mechanically, it is just the Elasmosaurus Redux with a slightly increased Strength, no increased reach, an increased bite damage and Swallow Whole capacity.

In taxonomical terms it is not a dinosaur just like Elasmosaurus, so I'm going to be agonizing over whether to index it as "Dinosaur - Pliosaurus" to match the SRD's "Dinosaur - Elasmosaurus". There are a few Pliosaurs in AD&D sources (Kronosaurus appears as one of "several new dinosaurs and their relatives" in Dragon #187 and there's a generic Pliosaur in Dragon #112).

The Creature Catalog has its own entry for generic Pliosaurs of sizes ranging from Large to Colossal. They are similar to what I'd likely do should I ever write up a Cleon Special Pliosaur entry. Which is unsurprising, as I contributed to the CC version!
 

Cleon

Adventurer
Pliosaurus
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +7/+22
Attack: Bite +14 melee (2d8+12)
Full Attack: Bite +14 melee (2d8+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +9, Will +4
Abilities: Str 26, Dex 14, Con 22, Int 1, Wis 13, Cha 9
Skills: Hide –4* [+4 in water], Listen +4, Spot +9, Swim +16
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary, pair, or herd (5–8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11–20 HD (Huge); 21–30 HD (Gargantuan)
Level Adjustment:

These relatives of Elasmosaurus have short necks and massive heads crammed with large teeth. A typical Pliosaurus is 30 feet long, with a head about 6 feet long, and weighs about 10,000 pounds.

These stats can be used for other species of marine reptile with a similar body plan, such as Liopleurodon or Kronosaurus, which may not have been closely related to Pliosaurus but were probably similar to it in their habits.

Combat
A Pliosaurus is aggressive and attacks anything it notices. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey.

Improved Grab (Ex): To use this ability, a Pliosaurus must hit an opponent of up to one size smaller 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 can try to swallow the foe the following round.

Swallow Whole (Ex): A Pliosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Pliosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge Pliosaurus's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A Pliosaurus has a +8 racial bonus on Swim checks. It can always choose to take 10 on a Jump or Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

* A Pliosaurus has a +8 racial bonus on Hide checks in water.

Design Notes
This is a typical large-headed Sauropterygian, a type of Mesozoic aquatic reptile. Sauropterygians with small heads and long necks hunted smaller fish and squid, but their large-headed cousins tackled bigger prey, including other aquatic reptiles as well as fish and ammonites. Large-headed pliosaur evolved multiple times among the Sauropterygia, so a particular species might have long-necked "plesiosaur" cousins more closely related to it than many large-headed pliosaurs.

Mechanically, it is just the Elasmosaurus Redux with a slightly increased Strength, no increased reach, an increased bite damage and Swallow Whole capacity.

In taxonomical terms it is not a dinosaur just like Elasmosaurus, so I'm going to be agonizing over whether to index it as "Dinosaur - Pliosaurus" to match the SRD's "Dinosaur - Elasmosaurus". There are a few Pliosaurs in AD&D sources (Kronosaurus appears as one of "several new dinosaurs and their relatives" in Dragon #187 and there's a generic Pliosaur in Dragon #112).

The Creature Catalog has its own entry for generic Pliosaurs of sizes ranging from Large to Colossal. They are similar to what I'd likely do should I ever write up a Cleon Special Pliosaur entry. Which is unsurprising, as I contributed to the CC version!
 

Cleon

Adventurer
Spinosaurus
Gargantuan Animal
Hit Dice: 20d8+120 (210 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (–4 size, +2 Dex, +10 natural), touch 8, flat-footed 16
Base Attack/Grapple: +15/+37
Attack: Bite +22 melee (3d6+10/19–20) or claw +22 melee (2d6+5)
Full Attack: Bite +22 melee (3d6+10/19–20) and 2 claws +20 melee (2d6+5)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +18, Ref +14, Will +8
Abilities: Str 31, Dex 15, Con 22, Int 1, Wis 14, Cha 10
Skills: Hide +4* [+12 in undergrowth or water], Listen +11, Spot +11, Swim +14, Survival +9
Feats: Combat Reflexes, Improved Critical (bite), Iron Will, Multiattack, Weapon Focus (claw), Weapon Focus (bite), Track
Environment: Warm plains or swamps
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 21–30 HD (Gargantuan)
Level Adjustment:

A Spinosaurus is slim for a theropod and has unusually long, narrow jaws. It has fairly large forearms with 3 fingered hands.

This dinosaur is an swift moving, opportunistic predator that hunts small prey such as fish, juvenile dinosaurs and even pterosaurs. Its lightweight build and narrow jaws mean its ill-equipped for preying upon big creatures, but its Gargantuan size means there are many victims small enough for it to hunt.

A typical adult Spinosaurus has a total length from 50 to 60 feet and weighs between 8 and 10 tons.

Combat
A Spinosaurus seeks to grab hold of an opponent and tear it apart with their claws and teeth. They usually hunt prey smaller than themselves.

Improved Grab (Ex): To use this ability, a Spinosaurus must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: A Spinosaurus has a +4 racial bonus on Hide, Listen, Spot, Swim and Survival checks.

*Its racial bonus to Hide increases to +12 when it is in undergrowth or submerged in water.

Design Notes
Official 3E stats for Spinosaurus appear in the Monster Manual II. I happened to lack that product while writing Reviewing, Revising, and Finalizing Prehistoric Animals and Dinosaur Ecology. If I'd had access to that book's dinosaur entries at the time I might not have bothered with a Homebrew Spinosaurus conversion.

Mechanically my conversion came out fairly close to the MMII version, its Strength is noticeable lower (mainly so its claw/claw/bite full attack damage wouldn't completely overwhelm a Tyrannosaurus's single bite full attack damage) and it doesn't have a Frightful Presence, Trample or Swallow Whole attack (although I'd consider giving it Frightful Presence & Swallow Whole, since they seem appropriate special attacks for such a formidable predator). Many of the other numbers differ by a bit too, but not significantly.

Like many 3.0 creatures, the official version has a Challenge Rating that's a bit higher than it probably should be.

While the species Spinosaurus aegyptiacus was probably the largest carnivorous dinosaur and may have been the biggest predator to ever walk on land, I prefer to interpret it as being roughly a match to its rivals such as Tyrannosaurus, Giganotosaurus or Carcharodontosaurus. None of those other dinosaurs lived in the same place and time as S. aegyptiacus, so they would have never fought each other in real life. This dinosaur was long and leanly built compared to, say, a Tyrannosaur rex and might not have weighed much more than one. A particularly massive T. rex could have been heavier than a small S. aegyptiacus and arguably was built better for dealing with a huge opponent than Spinosaurus, which had a narrow skull similar to a crocodile rather than the bone-crushing jaws of a Tyrannosaur. Much is unclear about this species, including whether it normally walk on two legs or four.

One noteworthy hypothesis is that Spinosaurs specialized in hunting fish. The giant sawfish Onchopristis was a contempory of Spinosaurus aegyptiacus [it's fish #9 in this picture] and may have been among the large fish it preyed upon, at least according to an episode of the BBC's Planet TV Dinosaur series.

One noteworthy hypothesis is Spinosaurus used its long body and sail to drive fish into a cluster before stunning them them with blows from its long flexible tail, then seized the stunned fish with its claws or jaws and devoured them. Should I ever revise this conversion I'd definitely consider adding a Tail-slap and a stunning Tail Sweep to its attack repertoire!
 
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Cleon

Adventurer
Tanystropheus
Medium Animal
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 15 ft. (3 squares), swim 30 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft. (10 ft. with bite)
Special Attacks: Improved grab, swallow whole [Diminutive-sized as combat attack, 1d4+2 plus 2 acid, 5 hp, AC11]
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 15, Dex 15, Con 10, Int 1, Wis 12, Cha 4
Skills: Hide +7* [+11 in water or body-concealed, +15 body-concealed in water], Listen +3, Spot +3, Swim +10
Feats: Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm aquatic and swamps
Organization: Solitary or cluster (2–8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4 HD (Medium); 5–6 HD (Large)
Level Adjustment:

This reptile has an extraordinarily long neck, longer than the rest of the body put together. It has a slim lizard-like torso with fat, muscular hindquarters and a tail of average length. Parts of the body are covered in rectangular scales. The head is tiny, with a narrow snout full of spike-like teeth that interlock when its jaws are closed. The neck is pretty stiff, about as flexible as fishing rod.

Tanystropheus are carnivores, mainly eating little fish and squid. They usually hunt by concealing their body – typically in swamp vegetation, above an overhanging rock along the shore, or buried in mud or a rock-hollow under the water – and wait until a meal swims by, then move out to snatch their prey up in their jaws. Their extravagantly long necks allow them to close with a witless fish without the latter realizing they've come within a larger creature's reach.

In areas with abundant marine life Tanystropheus can be quite common. They are not social animals, but are gregarious enough to cluster at a particularly good fishing spot without too much squabbling.

A typical Tanystropheus has a total length from nose to tail of around 13 feet, 7 feet of which is neck, but has a head only 8 or 9 inches long. It weighs 180 pounds or so. An extremely big individual may approach 20 feet in length. Smaller individuals are quite common, both actual Tanystropheus and related species of lesser size.

Combat
Tanystropheus only attack prey small enough to swallow. When faced with larger creatures they would rather hide or flee than fight, but will readily bite in self defence.

Hold Breath (Ex): A Tanystropheus can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a Tanystropheus must hit with a 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 can try to swallow the foe the following round.

Swallow Whole (Ex): A Tanystropheus can try to swallow a grabbed opponent of up to three sizes smaller by making a successful grapple check. A Tanystropheus can swallow a creature two sizes smaller than itself, but it takes it 1d6+4 rounds and two successful grapple checks to do so (one to start, one to finish). Therefore it does not swallow bigger victims while in combat.

The swallowed creature takes 1d4+2 points of bludgeoning damage and 2 points of acid damage per round from the Tanystropheus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 5 points of damage to the gizzard (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Medium-sized Tanystropheus's gizzard can hold 4 Tiny, 16 Diminutive or 64 Fine opponents.

Skills: A Tanystropheus has a +8 racial bonus on any Swim check to perform some 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.

*A Tanystropheus has a +4 racial bonus on Hide checks when it is in water. Further, if a Tanystropheus conceals its body, leaving its slim neck and tiny head visible, it gains a +4 cover bonus on Hide checks, or +6 if it is a Large-sized Tanystropheus.

Large Tanystropheus
Large Animal
Hit Dice: 5d8+5 (27 hp)
Initiative: +2
Speed: 15 ft. (3 squares), swim 30 ft.
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6)
Space/Reach: 10 ft./5 ft. (15 ft. with bite)
Special Attacks: Improved grab, swallow whole [Tiny-sized as combat attack, 1d6+4 plus 4 acid, 10 hp, AC12]
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 12, Int 1, Wis 12, Cha 4
Skills: Hide +5* [+9 in water, +11 if body-concealed, +15 if body-concealed in water], Listen +3, Spot +3, Swim +12
Feats: Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm aquatic and swamps
Organization: Solitary or cluster (2–8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6 HD (Large)
Level Adjustment:

Like many reptiles, Tanystropheus do not stop growing, so a particularly old and well-nourished specimen can reach an impressive size, as represented by the above stats. Such individuals are very rare, however.

A big Tanystropheus is some 20 feet from nose to tail, with a foot-long head upon a neck that's10 feet long, if not longer. They typically weigh from 500 to 700 pounds.

Small Tanystropheus (Dinocephalus)
Small Animal
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 15 ft. (3 squares), swim 30 ft.
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/–2
Attack: Bite +5 melee (1d4+1)
Full Attack: Bite +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, swallow whole [Fine-sized as combat attack, 1d3+1 plus 1 acid, 5 hp, AC10]
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 10, Int 1, Wis 12, Cha 4
Skills: Hide +7* [+11 in water or body-concealed, +15 body-concealed in water], Listen +3, Spot +3, Swim +9
Feats: Weapon Finesseᴮ, Weapon Focus (bite)
Environment: Warm aquatic and swamps
Organization: Solitary or cluster (2–8)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment:

This could be an adult Tanystropheus of modest size, or a member of a smaller related species, such as Dinocephalosaurus orientalis.

A typical Small Tanystropheus is 9 feet long with a 6 inch head on a 5 foot neck, and weigh about 60 pounds.

Dire Tanystropheus
Large Animal (Dire)
Hit Dice: 7d8+21 (52 hp)
Initiative: +3
Speed: 15 ft. (3 squares), swim 30 ft.
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +5/+15
Attack: Bite +11 melee (2d6+9)
Full Attack: Bite +11 melee (2d6+9)
Space/Reach: 10 ft./5 ft. (20 ft. with bite)
Special Attacks: Constrict 1d10+9, improved grab, swallow whole [Tiny-sized as combat attack, 1d8+6 plus 4 acid, 15 hp, AC13]
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 23, Dex 17, Con 16, Int 1, Wis 12, Cha 8
Skills: Hide +8* [+12 in water, +14 if body-concealed, +18 if body-concealed in water], Listen +5, Spot +5, Swim +14
Feats: Alertness, Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm aquatic and swamps
Organization: Solitary or cluster (2–8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8–14 HD (Large); 15–29 HD (Huge); 30–45 (Gargantuan)
Level Adjustment:

This is not a real-world animal (or even a realistic one). While an ordinary Tanystropheus has a quite rigid neck, a dire Tanystropheus's neck is as flexible as a serpent, and can crush victims in its coils like a python. They can also process prey items too large to swallow, by bracing a carcass in their coils, or wedging it under a rock or sunken tree, then tearing off bite-sized chunks with their jaws. However, a dire Tanystropheus is so stupidly voracious they have been known to attempt to swallow objects to big for them to consume and subsequently choke to death.

A dire Tanystropheus averages about 25 feet long, with a cubit-long head on a neck 13 feet long, and weighs between 1200 to 1500 pounds.

Combat
Dire Tanystropheus are far more aggressive than the mundane variety, and will attack any creature smaller than themselves. When faced with larger creatures they would rather hide or flee, but will ferociously fight in self defence.

A dire Tanystropheus usually lurks in ambush under the water or above a cliff, then lashes out its long neck when prey wanders within reach. Once combat begins they are recklessly vicious, and generally fight to the death without even a thought of retreat.

Constrict (Ex): On a successful grapple check, a dire Tanystropheus deals 1d10+9 points of damage.

Hold Breath (Ex): A dire Tanystropheus can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a dire Tanystropheus must hit with a 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 can try to constrict or swallow the foe the following round.

Swallow Whole (Ex): A dire Tanystropheus can try to swallow a grabbed opponent of up to three sizes smaller by making a successful grapple check. A dire Tanystropheus can swallow a creature two sizes smaller than itself, but it takes it 1d6+4 rounds and two successful grapple checks to do so (one to start, one to finish). Therefore it does not swallow bigger victims while in combat.

The swallowed creature takes 1d8+6 points of bludgeoning damage and 4 points of acid damage per round from the dire Tanystropheus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large-sized dire Tanystropheus's gizzard can hold 4 Small, 16 Tiny, 64 Diminutive or 256 Fine opponents.

Skills: A dire Tanystropheus has a +8 racial bonus on any Swim check to perform some 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.

*A dire Tanystropheus has a +4 racial bonus on Hide checks when it is in water. Further, if a dire Tanystropheus conceals its body, leaving its slim neck and tiny head visible, it gains a +6 cover bonus on Hide checks.

Huge Dire Tanystropheus
Huge Animal (Dire)
Hit Dice: 15d8+75 (142 hp)
Initiative: +7
Speed: 15 ft. (3 squares), swim 30 ft.
Armor Class: 20 (–2 size, +3 Dex, +9 natural), touch 11, flat-footed 17
Base Attack/Grapple: +11/+29
Attack: Bite +20 melee (3d6+15)
Full Attack: Bite +20 melee (3d6+15)
Space/Reach: 15 ft./10 ft. (30 ft. with bite)
Special Attacks: Constrict 2d8+15, improved grab, swallow whole [Small-sized as combat attack, 2d6+10 plus 8 acid, 25 hp, AC14]
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +14, Ref +14, Will +10
Abilities: Str 31, Dex 17, Con 20, Int 1, Wis 12, Cha 8
Skills: Hide +10* [+14 in water, +16 if body-concealed, +20 if body-concealed in water], Listen +6, Spot +6, Swim +18
Feats: Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm aquatic and swamps
Organization: Solitary or cluster (2–8)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 16–29 HD (Huge); 30–45 (Gargantuan)
Level Adjustment:

A Huge dire Tanystropheus averages about 40 feet long and typically weighs between 4000 and 7000 pounds, with a head at least 2 feet long on a neck 25 feet long.

Combat
A Huge dire Tanystropheus ambushes prey like a regular dire Tanystropheus. Its head strikes with blinding speed. They often use their Combat Reflexes feat to bite multiple opponents as they close with them. The Gargantuan-sized variety can snap up a couple of lesser foes in one pass by using the Cleave feat.

Gargantuan Dire Tanystropheus
Gargantuan Animal (Dire)
Hit Dice: 30d8+150 (345 hp)
Initiative: +7
Speed: 15 ft. (3 squares), swim 30 ft.
Armor Class: 22 (–4 size, +3 Dex, +13 natural), touch 9, flat-footed 19
Base Attack/Grapple: +22/+48
Attack: Bite +33 melee (5d6+21)
Full Attack: Bite +33 melee (5d6+21)
Space/Reach: 20 ft./15 ft. (40 ft. with bite)
Special Attacks: Constrict 3d8+21, improved grab, swallow whole [Medium-sized as combat attack, 3d6+14 plus 8 acid, 30 hp, AC16]
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +24, Ref +26, Will +18
Abilities: Str 39, Dex 16, Con 24, Int 1, Wis 12, Cha 8
Skills: Hide +13* [+17 in water, +19 if body-concealed, +23 if body-concealed in water], Listen +10, Spot +10, Swim +22
Feats: Alertness, Cleave, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite), Lightning Reflexes, Power Attack, Skill Focus (Hide), Weapon Focus (bite)
Epic Feat: Epic Reflexes, Great Dexterity
Environment: Warm aquatic and swamps
Organization: Solitary or cluster (2–8)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 31–45 (Gargantuan)
Level Adjustment:

A Gargantuan dire Tanystropheus is at least 70 feet long and weighs 16 tons or more, with a yard-long head on a neck that can reach over 40 feet. Such a monster can swallow human beings like oysters.

Design Notes
Pretty much did this conversion because I thought these Triassic aquatic reptiles were cool. Despite being a somewhat obscure animal, they do have AD&D stats in two Monstrous Compendia (MC3 & MCA2) and BECMI stats in HWR1 Sons of Azca. They lack official 3E stats, but a Creature Catalog conversion exists. All of these other conversions made Tanystropheus much bigger than it actually was, with sizes ranging from Large to Gargantuan.

Originally gave the Gargantuan Dire variety Great Cleave but eventually decided against it, so swapped the feat for Great Dexterity and removed the "The Gargantuan variety can snap up many lesser foes in one pass by using the Great Cleave feat." In favour of "The Gargantuan variety can snap up a couple of lesser foes in one pass by using the Cleave feat."


Skill Breakdown:
Small - Hide 1+Dex2+4size, Listen 2+Wis1, Spot 2+Wis1
Regular - Hide 2+Dex2+3F, Listen 2+Wis1, Spot 2+Wis1
Big - Hide 4+Dex2+3F–4size, Listen 2+Wis1, Spot 2+Wis1
Dire - Hide 6+Dex3+3F–4size, Listen 2+Wis1+2F, Spot 2+Wis1+2F
Huge - Hide 12+Dex3+3F–8size, Listen 3+Wis1+2F, Spot 3+Wis1+2F
Gargantuan - Hide 19+Dex3+3F–12size, Listen 7+Wis1+2F, Spot 7+Wis1+2F
 
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