Reviewing, Revising, and Finalizing Prehistoric Animals and Dinosaur Ecology

xidoraven

Explorer
In addition to the Phantasy Prehistorium thread on fictional stuff for a prehistoric campaign setting world called Nym, other posted creature stats will be refined here for a full-spectrum of a prehistoric ecology. This forum will be for reviewing, revising, and statting prehistoric animals and dinosaurs of our real-world history, primarily based on popular scientific knowledge about them.

Okay, one thing I want to start with is how I will be organizing it, so that we don't get the priorities wrong. I understand that in our own history these creatures occurred in particular epochs, but that is actually not the primary way I will be organizing, although that information is nonetheless helpful for creature statistics as they will be finalized for writing (a comprehensive pdf file of OGL and non-OGL content, and potential publication and web media) including those stats.

So here's a suggestion: write the era/epoch (named) if you wish, but specifically the range numbers of years BCE the creature existed on earth, right at the top somewhere below the name. If you wish, call the stat, 'Epoch:' or 'BCE:' and everyone else will have to copy you because you will have made a decision I am not willing to make.

The only decision I have made in this regard is that I will be organizing them as a list of ecology tables, such as the ones in the DMG, pp. 96-98, organized by environment, CR, and regional percentage - in addition, they will each have a region map in their final published stats, and many will have celestial, anarchic, and/or axiomatic versions of them. There will be lots of pretty pictures - is the hope.... Even if I have to all of them myself by hand.... Ok, computer. :p
-will

The current index:
Acanthostega
Acrocanthosaurus
Acrocanthosaurus ver. 2
Aepycamelus (formerly Alticamelus)
Ambulocetus
Amebelodon
Ammonite
Amphicyon
Anancus
Anatotitan
Anatotitan ver. 2
Anchisaurus
Anchisaurus ver. 2
Andrewsarchus
Anhanguera
Ankylosaurus
Anomalocaris
Anoplotops Ferox
Apatosaurus
Archaeoceratops
Archaeopteryx
Arctognathus
Argentavis
Argentinosaurus
Arthropleura
Auroch
Avimimus
Baiji
Bambiraptor
Baryonyx
Basilosaurus
Beelzebufo
Beipiaosaurus
Belemnite
Bellusaurus
Brachiosaurus
Brachiosaurus ver. 2
Brontornis
Brontotherium
Cacops
Camarasaurus
Camptosaurus
Carcharodontosaurus
Carnotaurus
Carnotaurus ver. 2
Castoroides
Castoroides ver. 2
Cave Hyena
Centrosaurus
Ceratosaurus
Cetiosaurus
Charonosaurus
Clidastes
Clidastes ver. 2
Coelacanth
Coelodonta
Coelophysis
Coelurus
Compsognathus
Cretoxyrhina
Cynodont, Tiny
Cynodont, Small
Cynodont, Medium
Cynognathus
Dacentrurus
Daeodon
Dakosaurus
Daspletosaurus
Deinogalerix
Deinosuchus
Deinosuchus ver. 2
Deinotherium
Desmatosuchus
Diademodon
Dicynodon
Diictodon
Diplocaulus
Dilophosaurus
Dilophosaurus ver. 2
Dimetrodon
Dimetrodon ver. 2
Dimorphodon
Dinichthys
Dinichthys ver. 2
Dinornis
Dire Owl (Tyto Gigantea)
Dodo
Dodo ver. 2
Doedicurus
Dromornis
Echinochimaera
Edaphosaurus
Edmontosaurus
Ekaltadeta
Elasmotherium
Eogyrinus
Eogyrinus ver. 2
Epanterias
Epigaulus
Eryops
Eryops ver. 2
Eryops ver. 3
Erythrosuchus
Eshanosaurus
Estemmenosuchus
Estemmenosuchus ver. 2
Euchambersia
Euchambersia ver. 2
Euparkeria
Eurypterid
Eustreptospondylus
Exaeretodon
Gasosaurus
Gerrothorax
Giant Eurypterid
Giant Orthocone
Giant Titanoboa
Giganotosaurus
Giganotosaurus ver. 2
Gigantopithecus
Gigantoraptor
Giraffatitan
Gomphotherium (Shovel-Tusker)
Gorgosaurus
Gorgosaurus ver. 2
Hallucigenia
Halticosaurus
Hatzegopteryx
Helicoprion
Herrerasaurus
Hippopotamus Gorgops
Huayangosaurus
Hyaenodon
Hypsilophodon
Hypsilophodon ver. 2
Hyracotherium
Icthyosaurus
Iguanodon
Iguanodont
Inostrancevia
Inostrancevia ver. 2
Kannemeyeria
Kentrosaurus
Kentrosaurus
Keratocephalus
Kolponomos
Koolasuchus
Kronosaurus
Kronosaurus ver. 2
Kronosaurus ver. 3
Lambeosaurus
Leedsichthys
Leptictidium
Lexovisaurus
Liopleurodon
Little Bush Moa
Lycaenops
Lycaenops ver. 2
Lycognathus
Lystrosaurus
Maiasaura
Mamenchisaurus
Mamenchisaurus ver. 2
Mammoth
Mapusaurus
Masiakasaurus
Massospondylus
Mastodonsaurus
Megalania
Megalania Prisca
Megaloceros
Megalosaurus
Megantereon
Meiolania
Mesosaurus
Microceratus Queen
Microceratus Sentry/Breeder
Microceratus Worker
Micropachycephalosaurus
Microraptor
Monoclonius
Mononykus
Moropus
Mosasaurus
Moschops
Moschops ver. 2
Neanderthal
Nodosaur, Large
Nodosaur, Huge
Nothosaurus
Nothosaurus ver. 2
Ophiacodon
Ophiacodon, Advanced
Ornimegalonyx
Ornitholestes
Ornitholestes ver. 2
Ornithomimus
Ornithomimus ver. 2
Ornithosuchus
Ouranosaurus
Oviraptor
Pachycephalosaurus
Pachyrhinosaurus
Panoplosaurus
Paracyclotosaurus
Parasaurolophos
Pawpawsaurus
Pelorovis
Pentaceratops
Phorusrhacos
Piatnitzkysaurus
Pinacosaurus
Placerias
Placerias ver. 2
Placerias ver. 3
Plateosaurus
Plateosaurus ver. 2
Platyhystrix
Postosuchus
Prenocephale
Priscileo
Procoptodon
Prosaurolophus
Protoceratops
Psittacosaurus
Pteranodon
Pteranodon ver. 2
Pterodactylus
Pyrenean Ibex
Quetzalcoatlus
Repenomamus
Rhynchosaur
Robertia
Saltasaurus
Saurolophus
Scelidosaurus
Scutellosaurus
Scutosaurus
Segnosaurus
Shantungosaurus
Shonisaurus
Shonisaurus
Shunosaurus
Shuvuuia
Simosuchus
Sinocalliopteryx
Sinornithosaurus
Sinraptor
Sivatherium
Smilodon
Smilodon ver. 2
Sphenacodon
Spinosaurus
Spinosaurus ver. 2
Stagonolepis
Stegosaurus
Steller's Sea Cow
Stethacanthus
Stokesosaurus
Stomatosuchus
Struthiomimus
Struthiosaurus
Stygimoloch
Styracosaurus
Styracosaurus ver. 2
Styracosaurus ver. 3
Suchomimus
"Super Predator" (Carcharodontosaurus, Giganotosaurus, Saurophaganax, Tyrannosaurus Baatar, Tyrannosaurus Rex)
Tanaconda
Tanystropheus
Tanystropheus ver. 2
Tanystropheus ver. 3
Tapejara
Teleosaurus
Temnodontosaurus
Teratosaurus
Terrestrisuchus
Thalattosaurus
Therizinosaurus
Therizinosaurus ver. 2
Therizinosaurus ver. 3
Thylacine
Thylacoleo
Thylacoleo
Thylacosmilus
Tiktaalik
Titanosaurus
Titanosuchus
Titanosuchus ver. 2
Torosaurus
Torvosaurus
Troodon
Tsintaosaurus
Tullimonstrum
Tyrannosaurus Rex
Tyrannosaurus Rex ver. 2
Uintatherium
Uintatherium ver. 2
Utahraptor
Utahraptor ver. 2
Velociraptor
Venatraraptor
Vulcanodon
Wakaleo
Xiaosaurus
Xiphactinus
Yangchuanosaurus
Zuniceratops


Skills
Scent Tracking (Survival)

Feats
Confusing Trail
Foe of the Scaled
Gnash
Greater Toughness
Horrific Roar
Impenetrable Natural Armor
Prehistoric Affinity
Primal Spell
Primal Yell
Primeval Druid
Primeval Shape
Slay the Gigantic
 
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Cleon

Hero
In addition to the Phantasy Prehistorium thread on fictional stuff for a prehistoric campaign setting world called Nym, other posted creature stats will be refined here for a full-spectrum of a prehistoric ecology.

A good way to start would be reworking the SRD Dinosaurs (Velociraptor, Megaraptor, Elasmosaurus, Triceratops & Tyrannosaurus) since they are pretty poorly designed - especially in their abundance of useless Toughness feats. The Megaraptor is both redundant (being an upscaled Velociraptor) and inaccurate (since they're killing claws were on their hands, not their feet).

I whipped up some "revised" SRD dinosaurs a while back and I might as well share them. Most cleave reasonably close to the official 3E stats, so some are arguably not all that true a reflection of the real life animals.

So here's a suggestion: write the era/epoch (named) if you wish, but specifically the range numbers of years BCE the creature existed on earth, right at the top somewhere below the name. If you wish, call the stat, 'Epoch:' or 'BCE:' and everyone else will have to copy you because you will have made a decision I am not willing to make.

That wouldn't seem very useful unless you're having a dinoworld with creatures from different geological ages in different areas - e.g. a "Cretaceous Continent" were all the Triceratops and Tyrannosaurs live.

Plus, there's probably a lot of overlap statwise with some of the dinosaurs. Triceratops, for example, only lived at the very end of the Cretaceous (65-70 million years ago or 'MYA'), but its 3E stats could easily be used for any other Ceratopsian of equivalent size.

Oh, and I like MYA over BCE or writing "65 million years before the modern age".:confused:
 

Cleon

Hero
Building a Better Deinonychus

Deinonychus Redux
Early Cretaceous (115-110 MYA)
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 (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. [Note this is somewhat larger than the real-life version]

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.
 

Cleon

Hero
Building a Better Megaraptor (Utahraptor version)

Utahraptor (Megaraptor Redux)
Early Cretaceous (130-120 MYA)
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/+15
Attack: Talons +9 melee (2d8+6)
Full Attack: Talons +9 melee (2d8+6) and 2 foreclaws +7 melee (1d4+3) and bite +7 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.
 

Cleon

Hero
Building a Better Elasmosaurus

Elasmosaurus Redux
Late Cretaceous (95-65 MYA)
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +6
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
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*, 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: 7
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 11). 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.
 
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Cleon

Hero
Building a Better Megaraptor (take 2)

Megaraptor Redux
Late Cretaceous (90-85 MYA)
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 swamps or 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: 13-20 HD (Huge); 21–30 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 Spinosaurus.

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 when it is submerged in swamps or thick undergrowth.
 
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Cleon

Hero
Building a Better Triceratops

Triceratops Redux
Late Cretaceous (70-65 MYA)
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
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.
 
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Cleon

Hero
Building a Better Tyrannosaurus

Tyrannosaurus Redux
Late Cretaceous (70-65 MYA)
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.
 

xidoraven

Explorer
The Megaraptor is both redundant (being an upscaled Velociraptor) and inaccurate (since they're killing claws were on their hands, not their feet).

Okay, this was the primary thing I wanted to raise, and everything else was second after this thought: Megaraptor is actually not in the same genus as Velociraptor, Deinonychus, or Utahraptor at all - it is actually a closer relative to Spinosaurus, a large carnosaur. The claw is on the front appendages because it is not even the same evolutionary framework as the famed hind-leg 'raptor claw'.

I believe the Wikipedia article on it raises that point, but I know I read it somewhere when I was considering the basis of the dinopriminal, the Raptorinal (which utilizes the Utahraptor - a true 'raptor' family member, before anthropomorphosis).

Think somewhat less large spinosaurid with a huge front claw and a significantly less prominent spinal crest in place of a sail.

A good way to start would be reworking the SRD Dinosaurs (Velociraptor, Megaraptor, Elasmosaurus, Triceratops & Tyrannosaurus) since they are pretty poorly designed - especially in their abundance of useless Toughness feats.

I whipped up some "revised" SRD dinosaurs a while back and I might as well share them. Most cleave reasonably close to the official 3E stats, so some are arguably not all that true a reflection of the real life animals.

That wouldn't seem very useful unless you're having a dinoworld with creatures from different geological ages in different areas - e.g. a "Cretaceous Continent" were all the Triceratops and Tyrannosaurs live.

Plus, there's probably a lot of overlap statwise with some of the dinosaurs. Triceratops, for example, only lived at the very end of the Cretaceous (65-70 million years ago or 'MYA'), but its 3E stats could easily be used for any other Ceratopsian of equivalent size.

Oh, and I like MYA over BCE or writing "65 million years before the modern age".:confused:
Okay, so now to business. First off, wow - you came in with a bang. I wasn't expecting a reply so quickly, though I should have.

I was going to make a second posting to create an index of creatures after my first, but I will instead have to shift the info on the first posting elsewhere and post it there instead (UNLESS of course you would like to be the archivist in charge of keeping an up to date Index posting in your posting of #2, and shift one dinosaur down).

So to make it clear and taking in your comments, there are a few things every posting about a dino/prim should have:

  1. Consistent 3.5 stats (MMI formatted; not that Forgotten Realms crud, please) are to be determined utilizing OGL content and/or a specific feat, skill use, or ability that is clearly outlined either in legally respectful writing/paraphrasing (please get permissions for everything questionable you find created by an independent creator or forum user). Everything on the WotC forum, Dinosaur Menagerie, and here on ENWorld is green lighted until further notice. (I will personally get permissions from authors later for player and creature-oriented new stats already outlined on Dinosaur Menagerie.) If you know about 4e and have the nerve I personally do not have to convert *cough* to the dark side *cough*, you may include them as a separate posting. Every 1000 or so postings we will create a new thread, as done in the conversions forum.
  2. Toughness is way over done for feat use; extra hp is ridiculously useless in a large-scale, large-creature primitive ecology and evolution.
  3. Take careful consideration when posting an Environment and Organization statistics - these should be reviewed (by Rappy/Raptorial, if possible). There is a lot of room for error here unless you do some research about the critter. Also, please don't allow an unreasonable gap in Organization stats (ie, Solitary[1], pair[2], and herd 8-10); account for the 3 to whatever gap is less than a herd or whatever else. These kind of creatures do not usually come in tactical units, though a symbiotic relationship may apply - provide this is an accompanying text below combat, including the other creatures (usually a swarm of some form, like bug-eating birds, or swarming insects); list as a separate section of text, but in Organization you could include something like "Solitary, pair, herd 3-8, and symbiotic canary birds (see text below)".
  4. Don't include Level Adjustments (unnecessary for dinos/prims), even with a blank stat answer. Fictional creatures go to Phantasy Prehistorium (ie, Giant Dire Eomanis and Kaiju Eomanis, Eberron feaux dinos, etc.); not here.
  5. Include a new stat: "Existed: ### MYA" listed as 'million years ago' and assumed to mean in real-world Earth's history (yes, those campaigns exist, and we are producing for them as well) - maybe below the name of the animal, or else where Level Adjustment usually goes - just not in the flavor text (which should be generic in that respect). Most users will be using these stats for fictional settings unrelated to Earth history, but it is nonetheless useful.
  6. All flavor and/or descriptive text I want reviewed by Raptorial (user:Rappy on here) and his/her discussion participants.
  7. There are amazing images out there, but please don't include them in the posting - a final art project will be undertaken to have the best outcome for the final product (web media included). After I get my wacom tablet, I will be doing some of them personally and I welcome rough draft suggestions by the artists themselves or members of DeviantArt or Elftown.com.
  8. Though some popular dinos/prims have similar family members which might utilize the same stats, those should be limited to only genus members as the base race. All prioritized creatures here will be given stats if possible, and some race are necessary - all first priority are creatures already created needed thorough reviews and revisions. Variant 3.5 OGL creatures should include stats describing how they differ from the original OGL creature - all others statted normally (no need for Creatures as Characters or Society; Racial tendencies can be included in the body content if known or popularly assumed). Most priority creatures are present on the current WotC Index posting by Draco.
  9. Please include fauna that you like, including invertebrates and aquatic or exotic races (designated either as animal, ooze or vermin), and any flora that you think would have specifically stat-worthy concept basis - but otherwise exclude plants and fungi. Please don't give us a walking, talking carnivorous plant - go the Prehistorium instead.
  10. Our index should be alphabetical by popular genus/species name, each with its separate stat (so no "Super Predator" listing) - including name, CR, Environment, and Category (type of dino or prim = ie, Carnosaur, Sauropod, Avian, Herd Animal, Wild Beast, etc. - I will post these choices soon and describe each)
Good? Also, I liked the dinos you posted at first glance, but didn't really get a chance to dig at them. I will look at them tonight. If Rappy turns me down over here, I am screwed - I know it. I may just cry, to be honest. ;) :p I don't know how I am going to get bhu over here either.
-will
 
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Cleon

Hero
Okay, this was the primary thing I wanted to raise, and everything else was second after this thought: Megaraptor is actually not in the same genus as Velociraptor, Deinonychus, or Utahraptor at all - it is actually a closer relative to Spinosaurus, a large carnosaur. The claw is on the front appendages because it is not even the same evolutionary framework as the famed hind-leg 'raptor claw'.

No disagreement there, although in wizards' defense that was not common knowledge when they were statting up their version of Megaraptor as an oversized Dromeosaur.

Anyhow, I tried to resolve this problem by doing two takes on "Megaraptor", one as an oversized dromeosaur like an exaggerated Utahraptor (post #4) and the other as the Spinosaurus/Baryonyx formed version it probably was in life (post #6).

Okay, so now to business. First off, wow - you came in with a bang. I wasn't expecting a reply so quickly, though I should have.

Well they were all creatures I had sitting on my hard drive, so it was just a question of doing some cut-and-paste and adding time periods.

I've got a few more somewhere on my computer, but a few of the older ones are in 3.0 format so will need some tweaking.

I was going to make a second posting to create an index of creatures after my first, but I will instead have to shift the info on the first posting elsewhere and post it there instead (UNLESS of course you would like to be the archivist in charge of keeping an up to date Index posting in your posting of #2, and shift one dinosaur down).

I think you'd better do the indexing, since you know what you want from it. Perhaps you should stick it in the Ultimate Homebrew Index, or at least have a link to it in their.

So to make it clear and taking in your comments, there are a few things every posting about a dino/prim should have:

*SNIP*

OK, that all looks pretty good.

One question though, what do we do about "non-historical prehistoric beasts". Things like man-eating pterodacytls with a 60 foot wingspan, which never existed in reality but are very common in fiction.

Obviously, we can't have an actual era or scientific name for them, since they never actually existed.
 

Cleon

Hero
Okay, before I post some more dinosaurs, I think I'll add a few words of explanation.

You may note that the previous prehistoric beasts had "Redux" or "Nova" after their names. Those with Redux are reworkings of prehistoric monsters from the SRD, those with "Nova" are new creations that are not based on the SRD, although some of the ones I'll be posting are partly derived from AD&D prehistoric beasts.

One of the changes I made was to give most of the dinosaurs and other prehistoric reptiles an Intelligence of 1. There's no evidence to justify giving most archosaurs the same Intelligence as a mammal, although I did relent on the more advanced theropods like Tyrannosaurus and Velociraptor, an Int of 2, since they had somewhat bigger brains (although they still weren't impressive compared to a wolf or primate).

Some of the stats are a bit exaggerated for effect. For example, the sauropods (if I get around to finishing them) have a weak but effective bite attack, so an enraged Brontosaurus can reach into a tree and chew your PCs too death just like one did in King Kong.:lol: They also have a few more Hit Dice than most mammals their size do.
 

Cleon

Hero
Okay, here's the prehistoric creatures I have lying around ready for posting. They are.

Allosaurus - because it's my favourite dinosaur.

Pliosaurus - for when you want an ancient marine reptile with more bite than Elasmosaurus.

Sauropods - this covers a wide ranges of sizes and build plans of sauropoda and its smaller ancestors, from a 12-foot Messospondylus to truly collossal 100+ ton behemoths such as Argentinosaurus.

Finally, I'll present stats for... crocodiles!

I worked these up because I noticed that the SRD giant crocodile is rather weak compared to the regular crocodile. Its stats are more appropriate for a Croc advanced to Large size than a Huge one.

So, I decided to downgrade the SRD "giant crocodile" to a Large-sized animal and brewed up a version with stats more suitable for a Huge prehistoric reptile such as Sarcosuchus or Deinosuchus.

I also added a "death roll" special attack to the crocodile, since I didn't see how the poor thing could do without it, together with the ability to locate motion in the water, since real-world Crocs actually possess such a sense.
 

Cleon

Hero
Allosaurus

Allosaurus Nova
Late Jurassic (155-145 MYA)
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.

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.

A Big 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.
 

Cleon

Hero
Pliosaurus

Pliosaurus Nova
Late Jurassic (160-150 MYA)
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +7/+22
Attack: Bite +14 melee (2d8+12)
Full Attack: Bite +14 melee (2d8+12)
Space/Reach: 15 ft./10 ft. (10 ft. with bite)
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*, 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 (155-160 MYA) or Kronosaurus (120-100 MYA), 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.
 

Cleon

Hero
Sauropods

Sauropods
Sauropods: Early Jurassic to Late Cretaceous (190-65 MYA)
Prosauropods: Early Jurassic to Late Cretaceous (220-185 MYA)

Sauropods are immense reptiles with elephantine bodies, tiny heads and long necks and tails. A classic example is Brontosaurus, or Apatosaurus as it is more properly called. Other varieties of sauropod will be treated as variations on the Brontosaurus, which will be considered a "generic sauropod".

Brontosaurus (Apatosaurus)
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/+29
Attack: tail +20 melee (2d8+13) or kick +19 melee (1d8+9) or bite +19 melee (1d8+4)
Full Attack: tail +20 melee (2d8+13) and bite +14 melee (1d8+4); or 2 kicks +19 melee (1d8+9)
Space/Reach: 15 ft./10 ft. (bite 15 ft., tail 30 ft.)
Special Attacks: Trample 3d8+13
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +9, Will +6
Abilities: Str 29, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Ability Focus (trample), Alertness, Diehard, Endurance, Great Fortitude, Weapon Focus (tail)
Environment: Temperate and warm plains or forests
Organization: Solitary, pair, family (3-12) or herd (10–60)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 17–24 HD (Huge); 25-35 HD (Gargantuan); 36–48 HD (Colossal)
Level Adjustment:

The above stats represent a smallish Brontosaurus with a total length of about 50 feet, weighing in the region of 20,000 pounds. Some sauropods grow much larger.

Combat
Sauropods are not terribly aggressive, but will defend themselves if attacked, usually using their massive whiplike tails or simply trampling smaller enemies. They can also rear up on their hind legs and come smashing down upon opponents with their forefeet. A sauropod can bite, but this is not its preferred means of attack.

Trample (Ex): Reflex half DC 29. The save DC is Strength-based.

Lesser Sauropods and Quadrupedal Prosauropods
Some sauropods are smaller than the Huge-sized specimens given above, these are mostly juveniles of larger species, but the stats can be used for unusually small species such as the 30-foot long Nigersaurus or hypothetical "pygmy sauropods".

These stats can also be used for some of the sauropods' primitive relatives, the Prosauropoda. Some of the largest Prosauropods, such as Riojasaurus and Kotasaurus were quadrupedal, with the largest examples being 30-40 feet long. Most would use the stats of a Large standard sauropod, with the biggest individuals (up to ~40-45 feet and 8 tons or so) using the stats for a 16-21 hit dice standard Sauropod of Huge size.

Most Prosauropods, however, walked on two legs and had sizeable claws on their hands, presumably for grasping food and fighting off predators and have different stats as detailed below under Bipedal Prosauropods. Such animals ranged in length from about 5 feet (Thecodontosaurus) to 30 feet (Plateosaurus). Note that some of these bipedal forms may technically be extremely primitive sauropods (like Anchisaurus) or intermediates between basal theropods and prosauropods (like Saturnalia) rather than true Prosauropoda

Some Prosauropods had sharp teeth and may have been omnivorous, supplementing a primarily vegetable diet with small animals and carrion.

Hatchling sauropods and Prosauropoda would have been less than Small-sized, stats for these are not provided since they would be too small to pose any risk to adventurers.

Small Sauropod (Infant)
Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +1/–2
Attack: tail +3 melee (1d6+1) or kick +3 melee (1d3+1) or bite +3 melee (1d3)
Full Attack: tail +3 melee (1d6+1) and bite –2 melee (1d3); or 2 kicks +3 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 13, Dex 11, Con 15, Int 1, Wis 12, Cha 7
Skills: Listen +6, Spot +5
Feats: Alertness
Environment: Temperate and warm plains or forests
Organization: Solitary, pair, family (3-12) or herd (10–60)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Small); 4-7 HD (Medium); 8-15 HD (Large); 16–24 HD (Huge); 25-35 HD (Gargantuan); 36–48 HD (Colossal)
Level Adjustment:

The above statistics can be used to represent a very young infant sauropod or an adolescent quadrupedal Prosauropod.

A Small-sized sauropod typically ranges from 5 to 7 feet long and weighs between 25 and 60 pounds.


Medium Sauropod (Juvenile)
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 15 (–1 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: tail +6 melee (1d8+4) or kick +6 melee (1d4+3) or bite +6 melee (1d4+1)
Full Attack: tail +6 melee (1d8+4) and bite +1 melee (1d4+1); or 2 kicks +6 melee (1d4+3)
Space/Reach: 5 ft./5 ft. (bite 5 ft., tail 10 ft.)
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 17, Dex 9, Con 17, Int 1, Wis 12, Cha 7
Skills: Listen +7, Spot +6
Feats: Alertness, Endurance
Environment: Temperate and warm plains or forests
Organization: Solitary, pair, family (3-12) or herd (10–60)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Medium); 8-15 HD (Large); 16–24 HD (Huge); 25-35 HD (Gargantuan); 36–48 HD (Colossal)
Level Adjustment:

The above statistics can be used to represent a young juvenile sauropod or an adolescent quadrupedal Prosauropod
.

A Medium-sized sauropod ranges from 7 to 15 feet long and typically weighs between 200 and 500 pounds.

Large Sauropod (Nigersaurus)
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 16 (–1 size, –1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: tail +11 melee (1d10+7) or kick +10 melee (1d6+5) or bite +10 melee (1d6+2)
Full Attack: tail +11 melee (1d10+7) and bite +5 melee (1d6+2); or 2 kicks +10 melee (1d6+5)
Space/Reach: 10 ft./5 ft. (bite 10 ft., tail 20 ft.)
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +5, Will +3
Abilities: Str 21, Dex 9, Con 21, Int 1, Wis 12, Cha 7
Skills: Listen +9, Spot +8
Feats: Alertness, Endurance, Weapon Focus (tail)
Environment: Temperate and warm plains or forests
Organization: Solitary, pair, family (3-12) or herd (10–60)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-15 HD (Large); 16–24 HD (Huge); 25-35 HD (Gargantuan); 36–48 HD (Colossal)
Level Adjustment:

The above stats can be used for an adolescent sauropod or a quadrupedal Prosauropod, such as Riojasaurus
.

Large sauropods range between 12 and 30 feet long and weigh between 500 pounds to 2 tons.

Bipedal Prosauropods
See here.

Advanced Sauropods
Sauropods include the largest animals that ever walked the land, with some Brachiosaurs and Titanosaurs reaching weights of over a hundred tons.

An advanced sauropod normally chooses among the feats Awesome Blow, Damage Reduction (often multiple), Improved Bull Rush, Improved Critical (tail or kick), Great Constitution (often multiple), Power Attack and Snatch. Here are some typical examples:

Gargantuan Sauropod (Brontosaurus)
Gargantuan Animal
Hit Dice: 25d8+225 (337 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–4 size, –1 Dex, +15 natural), touch 5, flat-footed 20
Base Attack/Grapple: +18/+43
Attack: tail +28 melee (3d8+19) or kick +27 melee (2d6+13) or bite +27 melee (2d6+6)
Full Attack: tail +28 melee (3d8+19) and bite +22 melee (2d6+6) or 2 kicks +27 melee (2d6+13)
Space/Reach: 20 ft./15 ft. (bite 20 ft., tail 40 ft.)
Special Attacks: Trample 4d8+19 (DC37) 12+13+12
Special Qualities: Low-light vision, scent
Saves: Fort +25, Ref +13, Will +9
Abilities: Str 37, Dex 9, Con 29, Int 1, Wis 12, Cha 7
Skills: Listen +15, Spot +15
Feats: Ability Focus (trample), Awesome Blow, Alertness, Diehard, Endurance, Great Fortitude, Improved Bull Rush, Power Attack, Weapon Focus (tail)
Challenge Rating: 12

The above statistics can be used for adults of many species of sauropod, including Brontosaurus
.

Gargantuan sauropods range between 50 and 120 feet long and weigh 16-64 tons.

Colossal Sauropod (Argentinosaurus)
Colossal Animal
Hit Dice: 36d8+396 (558 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 21 (–8 size, –1 Dex, +20 natural), touch 1, flat-footed 21
Base Attack/Grapple: +27/+60
Attack: tail +37 melee (4d8+25/19-20) or kick +36 melee (3d6+17) or bite +36 melee (3d6+8)
Full Attack: tail +37 melee (4d8+25/19-20) and bite +36 melee (3d6+8) or 2 kicks +36 melee (3d6+17)
Space/Reach: 30 ft./20 ft. (bite 30 ft., tail 60 ft.)
Special Attacks: Trample 5d8+25 (DC47)
Special Qualities: Damage reduction 9/–, low-light vision, scent
Saves: Fort +33, Ref +19, Will +13
Abilities: Str 45, Dex 9, Con 33, Int 1, Wis 12, Cha 7
Skills: Listen +21, Spot +20
Feats: Ability Focus (trample), Awesome Blow, Alertness, Diehard, Endurance, Great Fortitude, Improved Critical (tail), Improved Bull Rush, Power Attack, Weapon Focus (tail)
Epic Feats: Damage Reduction ×3
Challenge Rating: 15

The above statistics can be used for the largest genera of sauropods, such as Argentinosaurus.

Colossal sauropods are between 100 and 150 feet long and weigh 64-160 tons.

Maximized Sauropod
Colossal Animal
Hit Dice: 48d8+576 (792 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 21 (–8 size, –1 Dex, +20 natural), touch 1, flat-footed 21
Base Attack/Grapple: +36/+69
Attack: tail +46 melee (4d8+25/19-20) or kick +45 melee (3d6+17) or bite +45 melee (3d6+8)
Full Attack: tail +46 melee (4d8+25/19-20) and bite +45 melee (3d6+8) or 2 kicks +45 melee (3d6+17)
Space/Reach: 30 ft./20 ft. (bite 30 ft., tail 60 ft.)
Special Attacks: Trample 5d8+25 (DC53)
Special Qualities: Damage reduction 15/–, low-light vision, scent
Saves: Fort +40, Ref +25, Will +17
Abilities: Str 45, Dex 9, Con 34, Int 1, Wis 12, Cha 7
Skills: Listen +27, Spot +26
Feats: Ability Focus (trample), Awesome Blow, Alertness, Diehard, Endurance, Great Fortitude, Improved Critical (tail), Improved Bull Rush, Power Attack, Snatch, Weapon Focus (tail)
Epic Feats: Damage Reduction ×5, Great Constitution
Challenge Rating: 18

Other Types of Sauropods

Diplodocids
Diplodocidsare longer and thinner than a standard sauropod such as Brontosaurus, a 16 HD specimen being about 70-80 feet long. Their tails are even more whiplike than a regular sauropod's. Apply the following changes to the base sauropod: –4 Strength, increase the reach of its bite and tail attacks by 50%.

Note that juvenile diplodocids should probably have proportionally shorter necks and tails, so Large-sized adolescents would have a 15 foot bite reach and a 25 foot tail reach, while Medium-sized and smaller specimens would have a standard sauropod's reach.


A basic Diplodocus has the following stats:

Diplodocus
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/+27
Attack: tail +18 melee (2d8+10/19-20) or kick +17 melee (1d8+7) or bite +17 melee (1d8+3)
Full Attack: tail +18 melee (2d8+10) and bite +12 melee (1d8+3); or 2 kicks +17 melee (1d8+7)
Space/Reach: 15 ft./10 ft. (bite 20 ft., tail 45 ft.)
Special Attacks: Trample 3d8+10 (DC27)
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +9, Will +6
Abilities: Str 25, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Ability Focus (trample), Alertness, Diehard, Endurance, Great Fortitude, Weapon Focus (tail)
Environment: Temperate and warm plains or forests
Organization: Solitary, pair, family (3-12) or herd (10–60)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 17–24 HD (Huge); 25-35 HD (Gargantuan); 36–48 HD (Colossal)
Level Adjustment:

Long-Necked Sauropods
Some sauropods had extravagantly extended necks even for this long-necked group of dinosaurs. The majority of long-necked sauropods, like Barosaurus had necks a little shorter their tails, but one example, Mamenchisaurus was about 70 feet long with a neck 30-35 feet long - nearly half its entire length!

Note that like many sauropods, many long-necked sauropods would have been Gargantuan animals as mature adults, 80-100 foot long creatures weighing 20-40 tons.

To create a long-necked sauropod, simply take a standard sauropod and give it a bite reach equal to its tail reach.

A basic long-necked sauropod has the following stats:

Mamenchisaurus
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/+29
Attack: tail +20 melee (2d8+13) or kick +19 melee (1d8+9) or bite +19 melee (1d8+4)
Full Attack: tail +20 melee (2d8+13) and bite +14 melee (1d8+4); or 2 kicks +19 melee (1d8+9)
Space/Reach: 15 ft./10 ft. (bite 30 ft., tail 30 ft.)
Special Attacks: Trample 3d8+13
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +9, Will +6
Abilities: Str 29, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Ability Focus (trample), Alertness, Diehard, Endurance, Great Fortitude, Weapon Focus (tail)
Environment: Temperate and warm plains or forests
Organization: Solitary, pair, family (3-12) or herd (10–60)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 17–24 HD (Huge); 25-35 HD (Gargantuan); 36–48 HD (Colossal)
Level Adjustment:

Brachiosaurs
A Brachiosaurus has a sturdy body, with a shorter tail and longer forelegs than other sauropods. This group includes massive species that grow Gargantuan and Colossal size, such as Giraffatitan brancai.
Apply the following changes to the base sauropod: +4 Strength, bite reach equals the sauropods's Space, tail reach is twice the base reach, Weapon Focus is in kick instead of tail. Juveniles and adults of less than Huge size have both bite reach and tail reach equal to their Space.

Brachiosaur stats can also be used for other types
of sauropod with bulky bodies and comparatively short necks and tails, such as Barapasaurus.

A basic Brachiosaurus has the following stats:

Brachiosaurus
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/+31
Attack: kick +22 melee (1d10+11) or tail +21 melee (2d6+16) or bite +21 melee (1d8+5)
Full Attack: 2 kicks +22 melee (1d10+11); or tail +21 melee (2d6+16) and bite +16 melee (1d8+5)
Space/Reach: 15 ft./10 ft. (bite 15 ft., tail 20 ft.)
Special Attacks: Trample 3d8+16 (DC31)
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +9, Will +6
Abilities: Str 33, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Ability Focus (trample), Alertness, Diehard, Endurance, Great Fortitude, Weapon Focus (kick)
Environment: Temperate and warm plains or forests
Organization: Solitary, pair, family (3-12) or herd (10–60)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 17–24 HD (Huge); 25-35 HD (Gargantuan); 36–48 HD (Colossal)
Level Adjustment:

Armoured Sauropods
Some sauropods had small bony plates in their skin and a row of defensive spikes down their spines, a typical genus is Ampelosaurus. Use a base sauropod with the following changes: –2 Dexterity, reduce speed to 20 ft., add Damage Resistance 5/– plus 1/– per 4 Hit Dice.

Armoured Sauropods are usually fairly small for sauropods, seldom exceeding Huge size. Their armour may be needed to compensate for their smaller size.

A basic Ampelosaurus has the following stats:

Ampelosaurus
Huge Animal
Hit Dice: 16d8+112 (184 hp)
Initiative: –2
Speed: 20 ft. (4 squares)
Armor Class: 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +12/+29
Attack: kick +22 melee (1d10+11) or tail +21 melee (2d6+16) or bite +21 melee (1d8+5)
Full Attack: 2 kicks +22 melee (1d10+11); or tail +21 melee (2d6+16) and bite +16 melee (1d8+5)
Space/Reach: 15 ft./10 ft. (bite 15 ft., tail 20 ft.)
Special Attacks: Trample 3d8+16 (DC31)
Special Qualities: Damage reduction 9/–, Low-light vision, scent
Saves: Fort +19, Ref +8, Will +6
Abilities: Str 29, Dex 7, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Ability Focus (trample), Alertness, Diehard, Endurance, Great Fortitude, Weapon Focus (kick)
Environment: Temperate and warm plains or forests
Organization: Solitary, pair, family (3-12) or herd (10–60)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 17–24 HD (Huge); 25-35 HD (Gargantuan); 36–48 HD (Colossal)
Level Adjustment:
 
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Cleon

Hero
Building a Better Crocodile

Crocodile Redux
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d6+4) or tail slap +6 melee (1d10+2)
Full Attack: Bite +6 melee (1d6+4) and tail slap +1 melee (1d10+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death roll (1d6+6), improved grab
Special Qualities: Hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +7* [+11 in water, +21 when mostly submerged], Listen +4, Spot +4, Survival +2, Swim +12
Feats: Alertness, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 2
Advancement: 4–6 HD (Medium), 7-12 HD (Large)
Level Adjustment:

Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.

Combat
Crocodiles seek to establish a hold upon an opponent with its mouth and drag it into deep water, attempting to pin it to the bottom until it drowns. Opponents that resist will be hit by death roll attacks.

A threatened crocodile defends itself with its jaws and tail. They can not attack the same opponent with both attacks, since these natural weapons threaten opposite ends of the crocodile.

Death Roll (Ex): A swimming crocodile can violently thrash its body to tear up any creature it holds in its jaws, dealing 1d6+6 damage if it succeeds on a grapple check.

Improved Grab (Ex): To use this ability, a crocodile 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 can follow up with normal grapple actions or its Death Roll special attack.

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

Ripplesense (Ex): A crocodile can detect disturbances in the water using vibration-sensitive pits in its scales. This functions like blindsense (q.v.), except the crocodile can only sense the location of creatures through water. It must itself be in contact with the water, and the creatures must be moving.

Skills
A crocodile 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 crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Notes: The SRD version's skill modifiers did not add up - it worked out to Hide 3(+1Dex, +3 Skill Focus), Listen 1(+1 Wis +2 Alertness), Spot 1(+1 Wis +2 Alertness), Swim 0(+4 Str, +8 racial), so one skill rank is missing. I decided a point in Survival was appropriate.

Crocodile, Large
Large Animal
Hit Dice: 7d8+35 (66 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+17
Attack: Bite +12 melee (1d8+8) or tail slap +12 melee (1d12+4)
Full Attack: Bite +12 melee (1d8+8) or tail slap +7 melee (1d12+4)
Space/Reach: 10 ft./5 ft. (10 ft. with tail)
Special Attacks: Death roll (1d8+12), improved grab
Special Qualities: Hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 27, Dex 12, Con 21, Int 1, Wis 12, Cha 2
Skills: Hide +5* [+9 in water, +19 when mostly submerged], Listen +5, Spot +5, Survival +2, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 4
Advancement: 8–12 HD (Large)
Level Adjustment:

These creatures usually live in salt water and can be more than 20 feet long.

Large crocodiles fight and behave like their smaller cousins.


Crocodile, Giant
Huge Animal
Hit Dice: 13d8+91 (149 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 18 (–2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+29
Attack: Bite +20 melee (2d6+12) or tail slap +19 melee (2d8+6)
Full Attack: Bite +20 melee (2d6+12) or tail slap +14 melee (2d8+6)
Space/Reach: 15 ft./10 ft. (20 ft. with tail)
Special Attacks: Death roll (2d6+18), improved grab
Special Qualities: Hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +15, Ref +8, Will +5
Abilities: Str 35, Dex 10, Con 25, Int 1, Wis 12, Cha 2
Skills: Hide +5* [+9 in water, +19 when mostly submerged], Listen +6, Spot +6, Survival +2, Swim +20
Feats: Alertness, Endurance, Power Attack, Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 6
Advancement: 14–24 HD (Huge)
Level Adjustment:

These huge creatures can be more than 40 feet long, they often prey upon dire animals and dinosaurs.


Dire Crocodiles
I applied a homebrewed "Dire Animal" template to my revised crocodile and giant crocodile and came up with the following (I tweaked the tail-reach to match the Large crocodile redux).

Since I applied the template to different base creatures the Advancements don't match up (there's a 15-20 HD gap between the regular dire crocodile and the giant dire crocodile), I was tempted to tweak them to close the Advancement gap but decided there is no need to do so because they are dire forms of different genera (one being a dire form of a regular crocodile á la the Nile crocodile, the other being a dire version of a prehistoric dinosaur-eater.


Dire Crocodile
Large Animal (Dire)
Hit Dice: 7d8+42 (73 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +5/+19
Attack: Bite +14 melee (2d6+10) or tail slap +14 melee (1d12+5)
Full Attack: Bite +14 melee (2d6+10) and tail slap +9 melee (1d12+5)
Space/Reach: 10 ft./5 ft. (10 ft. with tail)
Special Attacks: Death roll (2d6+15), improved grab
Special Qualities: Hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +11, Ref +6, Will +6
Abilities: Str 31, Dex 12, Con 23, Int 1, Wis 12, Cha 6
Skills: Hide +5* [+9 in water, +19 when mostly submerged], Listen +5, Spot +5, Survival +2, Swim +18
Feats: Alertness, Power Attack, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 5
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment:


Dire Crocodile, Giant
Huge Animal (Dire)
Hit Dice: 21d8+168 (262 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 21 (–2 size,+1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +15/+37
Attack: Bite +28 melee (3d6+14/19-20) or tail slap +27 melee (2d8+7)
Full Attack: Bite +28 melee (3d6+14/19-20) or tail slap +22 melee (2d8+7)
Space/Reach: 15 ft./10 ft. (20 ft. with tail)
Special Attacks: Death roll (3d6+21), improved grab
Special Qualities: Damage reduction 3/–, hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +20, Ref +13, Will +13
Abilities: Str 39, Dex 12, Con 27, Int 1, Wis 12, Cha 6
Skills: Hide +9* [+13 in water, +23 when mostly submerged], Listen +8, Spot +8, Survival +2, Swim +22
Feats: Alertness, Cleave, Endurance, Improved Critical (bite), Power Attack, Skill Focus (Hide), Weapon Focus (bite)
Epic Feat: Damage Reduction
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 9
Advancement: 22–42 HD (Huge); 43-63 HD (Gargantuan)
Level Adjustment:

 

Cleon

Hero
That's it for the time being. I don't believe I have any more Mesozoic fauna conversions ready for release, and I'm not sure when the mood will next take me to do some, or what prehistoric beast I'd do.

Although Stegosaurus is looking tempting...

Hmm, I've just noticed that Elasmosaurus is missing the standard Swim entry under Skills like it does in the SRD. I suppose I should fix that.

I'm tempted to give it and the Pliosaurus the Agile Swimmer SQ I made for the Potamotherium conversion, since the tactics makes a big deal about their aquatic manoeuvrability. Maybe I'll add it later.
 

xidoraven

Explorer
One question though, what do we do about "non-historical prehistoric beasts". Things like man-eating pterodacytls with a 60 foot wingspan, which never existed in reality but are very common in fiction.

Obviously, we can't have an actual era or scientific name for them, since they never actually existed.
Fictional critters go to the Phantasy Prehistorium homebrew forum for creative liberties on the prehistoric theme. This one will be only for reviewing and revising stats for real-history creatures, many of which have already been drafted but not finished or reviewed for balance. I will edit an index into the first posting of this forum when I get a chance. Things are hectic for me this weekend right now though - big interview/presentation Monday.

Update: I added an index of creatures already created which need to be reviewed and revised in many cases. There are multiple versions with vastly different stats and abilities, and they need to be refined and a definitive balanced creature list developed - with only stat block per creature. I have a pdf file of notes I have made for as many as I could when I first began tracking creatures for the final ecology; even these are unfinished, because of how many variations and thoughts I had about them during the project. Many of them are extremely unbalanced or else too low or high HD for what would be expected.

I like the idea of your 'redux's... I will have to read your statement one more time to get the difference between that and a nova, but it seems legitimate. If it's not a real-life creature, it needs to go to the other thread though. I like precedent, like they did in the conversion thread - it should line up well compared to other similar but contrasting animals, etc. Anything here could be of animal, vermin, or ooze types (yes, jellyfish and some other invertebrates are oozes). No dires, giant versions, feaux dinos, or magical beasts - those can all go to the creative thread, and are fun but not currently necessary. Because of the campaign, however, there will be a future need for dire versions, celestial versions, and anarchic/axiomatic versions of those creatures because of the divine nature of the Nymian Beastlands (related even to the outer plane of the same name - but more fun).

So I am all for hearing about those fun fictional ideas, just not here in this thread. <== That sounds really rude now that I have read a few of these ones posted. It wasn't intended to - these look great, like the crocodile versions - but they should be much better suited on the other thread, and let's just stay precise, critical, and scientific here in this one.

Also just noticed your 'redux' crocodile also has a closer bite and tail damage die to what is recommended in the creature creation section, and also with primary/secondary strength bonus to damage - which is a decent balance when you consider giving it the special abilities. Now, I know the bite&roll and others were all true, but is ripplesense an actual physical element of crocodilian perception? It doesn't shock me if yes - it just wasn't something I had ever considered?

You might event make a listing with generic creature states like for a 'crocodile' - and say something like "These stats are adequate and comparable for any of the following creatures: genus/species, genus/etc ..." included in the body content, along with size, weight - where known languages might go on another creature with speech. That might be helpful if someone starts getting picky for a named creature like one forum member got over Gigantosaurus one time... :p lol, anyways. It's late and that's all I've got for now.
-will
 
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Cleon

Hero
I like the idea of your 'redux's... I will have to read your statement one more time to get the difference between that and a nova, but it seems legitimate. If it's not a real-life creature, it needs to go to the other thread though. I like precedent, like they did in the conversion thread - it should line up well compared to other similar but contrasting animals, etc. Anything here could be of animal, vermin, or ooze types (yes, jellyfish and some other invertebrates are oozes). No dires, giant versions, feaux dinos, or magical beasts - those can all go to the creative thread, and are fun but not currently necessary. Because of the campaign, however, there will be a future need for dire versions, celestial versions, and anarchic/axiomatic versions of those creatures because of the divine nature of the Nymian Beastlands (related even to the outer plane of the same name - but more fun).

Well the "Redux" creatures are basically monsters that already have official WotC stats which had things I didn't like (e.g. lots of Toughness feats), so I reworked them.

The "Nova" creatures are ones that either don't have WotC versions, or if they do I haven't got them, so I statted them up from scratch. Although I sometimes sought inspiration from a published monster (my Pliosaurus, for example, uses a fair bit of the Elasmosaurus).

I' don't feel having the Dire versions of the animals on a separate thread to the regular versions is a good idea, since it would surely make them harder to find for a "regular user".

As for the crocodiles, I think my take on the regular, large and giant crocodiles are pretty close to being realistic. The standard Medium croc represents a 10-12 foot long animal, a Large croc is one up to 20 feet long (about the largest size real-world living crocodiles have reliably been measured at), while the giant groc stats are suitable for the various extinct species of super-sized crocodilians, such as Sarcosuchus.

but is ripplesense an actual physical element of crocodilian perception? It doesn't shock me if yes - it just wasn't something I had ever considered
The "ripplesense" is real and crocodilians can certainly use them to locate prey in murky or pitch black water by feeling their movements. Do a search for Crocodile Integumentary Sense Organs or Dermal Pressure Receptors for background on these pressure-sensitive pits. The organs may have additional functions in some species like chemical sensitivity, they're still not well understood.

I will confess that I have probably grossly exaggerated the range of a crocodile's Ripplesense in these stat. We may want to cut it to 20 feet or 30 feet.
 

Cleon

Hero
Oh, and I forgot to thank you for the index of monster links. That looks like it was a lot of work to compile, Xidoraven.

I've already found some interesting material through it, enough to inspire me to start work on my own take on Stegosaurus.

If you can find the time, you seem to be missing some relevant creatures from Enworld's Converting prehistoric animals threads (part 1, part 2). For example, part one of that thread has one or two takes on Iguanodon that are different from the Creature Catalogue version you posted.

Oh, and Demiurge1138 posted some excellent World of Kong conversions here on Enworld. I suggest you ask him if he minds you linking to them on your Phantasy Prehistorium thread.
 

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