Archelon
Transcribed 'Dinosaurs' (actually: all aquatic prehistoric animals, or Primitives - Prims) from 'Stormwrack'.
Archelon, Ichthyosaur, Mosasaur, and Plesiosaur are presented here:
ARCHELON
Huge Animal
Hit Dice: 12d8+84 (138 hp)
Initiative: –2
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 21 (–2 size, –2 Dex, +15 natural), touch 6,
flat-footed 21
Base Attack/Grapple: +9/+26
Attack: Bite +16 melee (2d6+13)
Full Attack: Bite +16 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision
Saves: Fort +16, Ref +2, Will +5
Abilities: Str 28, Dex 7, Con 22, Int 2, Wis 13, Cha 7
Skills: Listen +11, Spot +6, Swim +17
Feats: Great Fortitude, Toughness (×4)
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13–24 HD (Huge); 25–36 HD (Gargantuan)
Level Adjustment: —
This huge turtle is easily 15 feet from nose to tail, with a powerful
beaked jaw. Its feet are large, paddlelike flippers.
The archelon is a large, primitive sea turtle. While it often
feeds on floating carrion or shellfish it digs up out of the
mud, it is highly aggressive and is not afraid to come up
out of the water in order to reach a meal on shore.
Combat
The archelon attacks with a snap of its oversized jaws.
Hold Breath (Ex): An archelon can hold its breath for
a number of rounds equal to 10 × its Constitution score
before it risks drowning. For a typical archelon, this is 220
rounds, or 22 minutes.
Skills: An archelon 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.
Published in Stormwrack (Wizards of the Coast, 2005, pp. 144-145)
ICHTHYOSAUR
Large Animal
Hit Dice: 10d8+50 (95 hp)
Initiative: +3
Speed: Swim 50 ft. (10 squares)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12,
flat-footed 12
Base Attack/Grapple: +7/+16
Attack: Bite +11 melee (1d8+7)
Full Attack: Bite +11 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +14, Ref +10, Will +4
Abilities: Str 20, Dex 17, Con 20, Int 2, Wis 13, Cha 9
Skills: Listen +9, Spot +10, Swim +13
Feats: Alertness, Combat Reflexes, Great Fortitude,
Swim-By Attack
Environment: Warm aquatic
Organization: Solitary, pair, or school (3–6)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: —
Dolphinlike in appearance, this creature has a long, narrow jaw
filled with countless small, sharp teeth. It is large and fast, with
a single vertical fin in the center of its back.
The ichthyosaur is a fast marine reptile. Like a dolphin or
killer whale, it is completely adapted to life in the water; it
has fins instead of feet and a powerful tail for swimming.
It is every bit as dangerous as a shark of the same size.
Combat
An ichthyosaur’s jaws are designed for catching small
fish with ease. Against a larger foe, such as a swimming
adventurer, it uses hit-and-run tactics, racing in to snap
and slash with its long, fang-studded jaws.
Hold Breath (Ex): An ichthyosaur can hold its breath
for a number of rounds equal to 6 × its Constitution score
before it risks drowning. For a typical ichthyosaur, this is
120 rounds, or 12 minutes.
Skills: An ichthyosaur 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.
MOSASAUR
Huge Animal
Hit Dice: 15d8+99 (166 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 50 ft.
Armor Class: 19 (–2 size, +1 Dex, +10 natural), touch 9,
flat-footed 18
Base Attack/Grapple: +11/+28
Attack: Bite +18 melee (2d8+9)
Full Attack: Bite +18 melee (2d8+9) and tail slap +13
melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +17, Ref +10, Will +6
Abilities: Str 28, Dex 13, Con 22, Int 2, Wis 13, Cha 9
Skills: Listen +12, Spot +12, Swim +17
Feats: Alertness, Great Fortitude, Improved Natural
Attack (bite), Toughness (×3)
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 16–29 HD (Huge); 30–45 HD (Gargantuan)
Level Adjustment: —
This fearsome reptilian creature has a long, crocodilian body,
with flippers instead of feet and a finned tail. Its huge jaws are
filled with sharp teeth.
The mosasaur is a voracious beast that tries to make a meal
out of anything smaller that it comes across. It can grow to
a length of 40 feet or more, counting its long tail.
Combat
A mosasaur attacks with its huge, gaping jaws, and can
deliver powerful slaps of its crocodilian tail as well.
Improved Grab (Ex): To use this ability, a mosasaur
must hit an opponent at least two sizes smaller (Medium
for a Huge mosasaur) with its bite attack. It can then
attempt to start a grapple as a free action without provoking
attacks of opportunity. If it wins the grapple check, it
establishes a hold and can try to swallow the target in the
following round.
Swallow Whole (Ex): A mosasaur can try to swallow
a grabbed opponent of up to two sizes smaller by making
a successful grapple check. Once inside, the opponent
each round takes 1d6+9 points of bludgeoning damage
plus 1d8 points of acid damage from the mosasaur’s
digestive juices. A swallowed creature can cut its way
out using a light slashing or piercing weapon by dealing
20 points of damage to the mosasaur’s digestive tract
(AC 13). Once the creature exits, muscular action closes
the hole; another swallowed opponent must cut its own
way out.
A Huge mosasaur’s gullet can hold 2 Medium, 8
Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller
opponents.
Hold Breath (Ex): A mosasaur can hold its breath for
a number of rounds equal to 6 × its Constitution score
before it risks drowning. For a typical mosasaur, this is
132 rounds, or over 13 minutes.
Skills: A mosasaur 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.
PLESIOSAUR
Gargantuan Animal
Hit Dice: 16d8+112 (184 hp)
Initiative: +4
Speed: 10 ft. (2 squares), swim 70 ft.
Armor Class: 12 (–4 size, +6 natural), touch 6,
flat-footed 12
Base Attack/Grapple: +12/+36
Attack: Bite +20 melee (4d6+18)
Full Attack: Bite +20 melee (4d6+18)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +19, Ref +10, Will +6
Abilities: Str 34, Dex 10, Con 24, Int 2, Wis 13, Cha 9
Skills: Listen +9, Spot +9, Swim +27
Feats: Alertness, Great Fortitude, Improved Initiative,
Improved Natural Attack (bite), Rapid Swimming*,
Swim-By Attack*
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 17–32 HD (Colossal)
Level Adjustment: —
*New feat described in Chapter 4 of v3.5 supplement, Stormwrack
This sleek, reptilian creature has a graceful, turtle-shaped body,
with long, elegant flippers. Its sinuous neck ends in a snakelike
head with extremely sharp teeth.
The plesiosaur, among the smartest of all dinosaurs, is
a highly curious beast whose attention is often drawn
to boats and anything out of the ordinary in its territory.
Its many sharp teeth are well-suited to grabbing,
holding, and swallowing fish whole; its slender neck
means it cannot swallow anything more than 18 inches
wide. A plesiosaur averages about 45 feet long, with
its extremely long neck accounting for roughly half
that length.
Combat
While not aggressive, a plesiosaur might prod or nudge
something that attracts its attention, such as a small boat
(which from beneath might rather resemble another plesiosaur)
or a clumsy swimmer. If attacked it defends itself
vigorously with a powerful bite. A fully roused plesiosaur
makes good use of its astonishing swim speed, Swim-By
Attack, and the reach granted by its long flexible neck to
make swift hit-and-run attacks.
Improved Grab (Ex): To use this ability, a plesiosaur
must hit an opponent at least two sizes smaller (Large for
a Gargantuan plesiosaur) with its bite attack. It can then
attempt to start a grapple as a free action without provoking
attacks of opportunity. If it wins the grapple check,
it establishes a hold and can try to swallow the target in
the following round.
Hold Breath (Ex): A plesiosaur can hold its breath for
a number of rounds equal to 10 × its Constitution score
before it risks drowning. For a typical plesiosaur, this is
240 rounds, or 24 minutes.
Skills: A plesiosaur 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.
A note on dinosaur names (Eberron - Common Ethnic name, Draconic name):
Scientific Name - Common Name - Draconic Name
Archelon - Giant snapper - Haka’hurak’aan
Ichthyosaur - Maultooth - Ka’khuva’ost
Mosasaur - Sea render - Vharag’ost
Plesiosaur - Fintail titan - Haka’paharan’ost