Kentrosaurus
Large Animal
Hit Dice: 9d8+39 (79 hp)
Initiative: -1
Speed: 30ft (6 squares)
Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+17
Attack: Tail spike +12 melee (2d6+10, 19-20 x3)
Full Attack: Tail spike +12 melee (2d6+10, 19-20 x3)
Space/Reach: 10ft/5ft
Special Attacks: Augmented critical, reflexive attack
Special Qualities: Low-light vision, scent, spiny defense
Saves: Fort +12, Ref +5, Will +4
Abilities: Str 25, Dex 9, Con 19, Int 1, Wis 13, Cha 4
Skills: Listen +10, Spot +11
Feats: Alertness, Great Fortitude, Run, Toughness
Environment: Warm forests
Organization: Solitary, pair or herd (4-7)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment: -
This strange quadruped has a horizontal body with long sharp spikes running along its back. A large spike just from each of its shoulders and four tip its tail. Its head is small and horse-like, and its pebbly skin is marked with stripes.
The kentrosaurus is a stegosaur, one of a family of unusual herbivores with powerful and sharp defenses
A kentrosaurus is about 15 feet long and weighs up to three tons, the same size as its relative dacentrus. They are docile herbivores, browsing through jungles and scrub forests in small herds. If provoked, however, they are deadly, lashing out with their spiked tails and shoulder spines.
Combat
If threatened, a kentrosaurus will assume a defensive position, always keeping its tail facing its enemies. If their offspring are threatened, the adults of a herd will form a protective circle around their young, tails out.
Augmented Critical (Ex): The spikes on the tail of a kentrosaurus are keen and as sharp as picks. They threaten a critical hit on a 19-20 and deal x3 damage on a successful critical hit.
Reflexive Attack (Ex): Once per round, a kentrosaurus may make an immediate melee attack with its shoulder spine against any creature that damages it in melee. Attack bonus +7, damage 1d8+3.
Spiny Defense (Ex): Any creature that hits a kentrosaurus in melee using a handheld or natural weapon (but not a reach weapon) take 1d6+7 points of damage from the creature’s broad spines.
I would probably add a Reflex save to the kentrosaurus' spiny defense. Come to think of it, there should be one on the Dacenturus as well.