Zombie Dinosaurs in Dungeons and Dragons

Zombie Dinosaurs!

Two years!  For two years I have resisted the lure of toy skeleton dinosaur toys!  Finally there was this bag with of toy plastic dinosaur skeletons at the Thai hyper-mart, Big C, with eight different kinds of dinosaurs and it was on sale from three bucks to two bucks!  Hey they had me at three bucks but who can resist a two buck deal like that!  I bought them and then thought what am I going to do with these toys?  I got it!  Zombie dinosaurs for the game Dungeons and Dragons!  Never mind that the last time I played Dungeons and Dragons minis or RPG was four years ago in Taipei, Taiwan and I have had zero luck in getting any farang interested in playing the game in Thailand.  Someday, somewhere, someone will want to add zombie dinosaurs to a campaign and I will be ready!  I have been online and this set is marketed from China in any number of different packages.  The biggest problem is scale.  The scale of most of the dinosaurs relative to a human mini is about right except for the T-Rex and Brachiosaurus which are more or less the same size as the other dinosaurs despite the fact they are actually much larger than the other dinosaurs. 

You can get much bigger individual dinosaur skeletons at National Geographic fossil kits that allow you to unearth dinosaur skeletons but even one kit with one dinosaur is going to run you around ten bucks!  Let’s see eight dinosaurs for two bucks or one kit for ten bucks.  This is an apples and oranges situation.   You are paying for a fossil exploration experience in the case of National Geographic not just the skeleton.  Oh well D&D is a game of imagination!  In order to add zombie dinosaurs to your next campaign you will need to get some toy plastic dinosaur skeletons and I think just about any hyper-mart in the world will have that bag.  You might hold out for the 12 dinosaur bag which I didn’t know existed until I got online.  The 12 dinosaur bag includes the Brachiosaurus, Dilophosaurus, Dimetrodon, Hadrosaurus, Iguanodon, Pachycephalosaurus, Parasaurolophus, Protoceratops, Pteranodon, Stegosaurus, T-rex, and Triceratops.

Now what sort of bad guy would use zombie dinosaurs?  The comic book Xenozoic Tales introduced the world to the concept of a Dinosaur Shaman in issues 5-8.  How about a Dinosaur Shaman that goes bad and becomes the, bwahaha, Dinosaur Necromancer!

1) Below are the 4e stats provided by JohnBiles at RPG.Net and from Dandiwiki.

2) D&D provides a template that can be applied to any corporeal creatures with bones at:

http://www.wizards.com/default.asp?x=dnd/mm/20011027a

 Some dinosaurs have a very short list of skills which are lost.  Dinosaurs change from neutral to neutral evil.  The major change is that their armor goes up!  I am not going to apply the zombie template to the stats below since I am quite sure I would screw it up but I will put the pictures of the individual dinosaurs from the dinosaur skeleton set I bought at Big C with some really cool captions!

Table 1: Zombie Armor and Damage

                    
Zombie Natural Armor
              Zombie Slam Damage

Large               +3                                            1d8

Huge                +4                                            2d6

Gargantuan     +6                                            2d8

Colossal           +11                                          4d6

 

Allosaurus

Level 14 Skirmisher
Huge natural beast (Dinosaur) XP 1000
Initiative +15 Senses Perception +14
HP 141; Bloodied 70
AC 28; Fortitude 26, Reflex 27, Will 23
Speed 9
m Bite (standard; at-will)
Reach 3; +19 vs. AC; 2d8+6 damage.
Allosaurus Roar (Minor; Refresh 5-6) | Fear, Psychic
Close Burst 3; +17 vs. Will; 3d10+6 Psychic Damage and Push 3
Cut Down the Terrorized
Allosaurus add +2d6 when attacking a foe who has moved 3 or more spaces since the Allosaurus’ last turn.
Alignment Unaligned Languages —
Skills Stealth
Str 21 (+12) Dex 23 (+13) Wis 14 (+9)
Con 21 (+12) Int 4 (+5) Cha 4 (+5)

Allosaurus are large bipedal predators, about 30 feet long with long powerful hind limbs and small three-fingered forelimbs with a long heavy tail for balance. It tends to sit at or near the top of the food chain, preferring to prey upon large herbivorous dinosaurs, though if a human volunteers to be eaten, it won’t mind. It prefers to strike by surprise from ambush. It normally hunts alone, preferring to surprise and ambush prey. This generally requires copses of trees to hide among, since it’s rather large to hide anywhere very open.

 

Ankylosaurus

Level 7 Soldier
Large natural beast (Dinosaur) XP 300
Initiative +4 Senses Perception +8
Immune Water-Breather
HP 83; Bloodied 41
AC 21; Fortitude 19, Reflex 16, Will 17
Speed 3
m Tail (standard; at-will)
Reach 2; +14 vs. AC; 2d6+5 damage
Stony Plate Deflection (Immediate Interrupt when hit; Refresh 5-6)
The Aknkylosaurus gains Resist 10 against that single blow, reducing the damage.
Alignment Unaligned Languages —
Skills Nature +10
Str 19 (+7) Dex 12 (+4) Wis 14 (+5)
Con 19 (+7) Int 4 (+0) Cha 4 (+0)

Ankylosaurs are bulky quadrupeds with short powerful limbs with heavy bony armor on top protecting their torsos and heads. They have long, strong tails with a heavy knob on the end used for fighting. They are herbivores and thus usually only a threat to humans if provoked. They are relatives of Stegosaurs.

 

Archaeopteryx

Level 4 Skirmisher
Small natural beast (Dinosaur) XP 175
Initiative +8 Senses Perception +4
HP 55; Bloodied 27
AC 18; Fortitude 16, Reflex 18, Will 16
Speed 2; Fly 10
m Joint-injuring Bite (standard; at-will)
+9 vs. AC; 1d6+4 damage and slowed (save ends)
Mobile Skirmisher
+1d6 damage if the Archaeopteryx moves 4 or more squares before attacking.
Alignment Unaligned Languages —
Skills Athletics +9; Acrobatics +11
Str 14 (+4) Dex 18 (+6) Wis 14 (+4)
Con 15 (+4) Int 4 (-1) Cha 4 (-1)

The Archaeopteryx is basically a flying reptile, though it is the ancestor of modern birds. It has colorful feathers and basically feeds on vermin; it flees combat with anything PC sized, unless given no other choice.

Brontosaurus

Level 13 Elite Brute
Gargantuan natural beast (Dinosaur) XP 1600
Initiative +8 Senses Perception +10
HP 298; Bloodied 149
AC 27; Fortitude 27, Reflex 21, Will 24
Saves +2 Action Point 1
Speed 8
m Bite (standard; at-will)
Reach 4; +16 vs. AC; 3d6+6 damage
M Tail Attack (Standard; at-will)
Reach 4; +14 vs. Reflex; 2d8+6 and prone (no save needed) and slow (save ends)
All-Out Assault (standard; at-will)
The Brontosaurus makes a Bite and a Tail Attack attack.
Bullwhip Crack (standard; Refresh 5-6)
The Brontosaurus cracks its tail like a whip. A 200 decibel whip.
Close Burst 4; +14 vs. Reflex; 3d10+6 Thunder Damage and Deafened (save ends)
Alignment Unaligned Languages —
Skills Nature +14
Str 22 (+12) Dex 14 (+8) Wis 16 (+9)
Con 19 (+10) Int 4 (+3) Cha 4 (+3)

Modern science refers to the ‘Brontosaurus’ as ‘Apatosaurus’. Once thought to have lived half submerged in water, it’s now known that the Brontosaurus lived on land, ambling about on massive stocky legs, its tail raised off the ground while in motion. Despite having hugely long necks, the Brontosaurus could not raise its head very high above its body. Brontosaurus are among the largest land animals in history, over 75 feet long and with a mass of at least 25 short tons. Brontosaurs have a single huge claw on each forelimb and three claws on their hind limbs. Juvenile Brontosaurs are semi-bipedal, able to run on their hind legs with their forelegs in the air; older ones had to keep all four on the ground to support their weight.

 

Elasmosaurus

Size/Type:       Huge Animal

Hit Dice:         10d8+66 (111 hp)

Initiative:         +2

Speed:             20 ft. (4 squares), swim 50 ft.

Armor Class:   13 (–2 size, +2 Dexterity, +3 natural), touch 10, flat-footed 11

Base Attack/Grapple: +7/+23

Attack:            Bite +13 melee (2d8+12)

Full Attack:     Bite +13 melee (2d8+12)

Space/Reach:   15 ft./10 ft.

Special Attacks:          —

Special Qualities:        Low-light vision, scent

Saves: Fort +15, Ref +9, Will +4

Abilities:          Str 26, Dexterity 14, Con 22, Int 2, Wis 13, Cha 9

Skills: Hide –4*, Listen +4, Spot +9, Swim +16

Feats:   Dodge, Great Fortitude, Toughness (2)

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 30 feet, including a tail half as long as its entire body, and weighs about 5,000 pounds. Observers who see only its head or tail might easily mistake it for a massive snake.

An elasmosaurus is aggressive and attacks anything it notices. 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.

Skills: *An elasmosaurus has a +8 racial bonus on Hide checks in water.

 

Deinonychus

Size/Type: Medium Animal

Hit Dice: 4d8+16 (34 hp)

Initiative: +2

Speed:  60 ft. (12 squares)

Armor Class:   17 (+2 Dexterity, +5 natural), touch 11 12, flat-footed 14 15

Base Attack/Grapple: +3/+7

Attack: Talons +6 +7 melee (2d6+4 1d8+4)

Full Attack: Talons +7 melee (1d8+4) and 2 fore claws +2 melee (1d3+2) and bite +2 melee (2d4+2)

Space/Reach:   5 ft./5 ft.

Special Attacks: Pounce

Special Qualities: Low-light vision, scent

Saves: Fort +8, Ref +6, Will +2

Abilities: Str 19, Dexterity 15, Con 19, Int 2, Wis 12, Cha 10

Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10

Feats:   Run, Track

Environment: Warm forests

Organization: Solitary, pair, or pack (3–6)

Challenge Rating:       3

Treasure:   None

Alignment: Always neutral

Advancement: 5–8 HD (Medium)

Level Adjustment:     —

A deinonychus is bright green along its back and flanks, with a much lighter shade of the same color 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 weighs about 600 pounds.

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.

Ichthyosaurus

Level 10 Skirmisher
Large natural beast (Dinosaur) XP 1600
Initiative +12 Senses Perception +12; low-light vision
HP 106; Bloodied 53
AC 24; Fortitude 22, Reflex 23, Will 20
Resist Cold 10
Speed Swim 12
m Bite (standard; at-will)
Reach 2; +15 vs. AC; 2d6+5 damage
Nimble Swimmer (move; Refresh 5-6)
The Ichtyosaurus shifts up to 6 squares.
Mobile Skirmisher
If the Ichtyosaurus ends a move 4 or more squares from its starting point, it adds +1d6 to damage inflicted that turn.
Alignment Unaligned Languages —
Skills Athletics +14, Acrobatics +15
Str 18 (+9) Dex 21 (+10) Wis 14 (+7)
Con 18 (+9) Int 4 (+2) Cha 4 (+2)

Ichtyosaurus was a skillful predator of the dinosaur era, living in the water and eating things too small to save themselves. Real Ichtyosaurus ate fish and squid. Fantasy ones supplement their diet with adventurers. Unlike most dinosaurs, they gave birth to live young in the water, never needing to go to the land. Ichtyosaurus had large, powerful eyes protected by bony shields. It had a shark like body with a flesh dorsal fin and a large caudal fin. Its ears were rigid and bony, carrying vibrations to a protected inner ear.

 

Nothosaurus

Level 7 Skirmisher
Large natural beast (Dinosaur) XP 300
Initiative +8 Senses Perception +10
Immune Water-Breather
HP 80; Bloodied 40
AC 23; Fortitude 19, Reflex 18, Will 17
Speed –; Swim 9
m Bite (standard; at-will)
+12 vs. AC; 2d6+5 damage
Mobile Skirmisher
If the Nothosaurus moves 4 or more squares in one turn, it adds +1d6 to its Bite damage
Capsize (move; at-will)
This can only be used against vehicles on the surface up to size Large. The Nothosaurus can take up to a full move action, but must end up in the squares under its target. +11 vs. Reflex; the vehicle now flips upside down and is pushed 2 squares, dumping its passengers. Those who make saves can cling to the vehicle.
Alignment Unaligned Languages —
Skills Athletics +12, Nature +10, Perception +10
Str 19 (+7) Dex 16 (+6) Wis 14 (+5)
Con 16 (+6) Int 6 (+1) Cha 10 (+3)

Relatives of Pleisaurus and Icthysaurus, these dinosaurs lurk in the waters of ‘lost world’ areas looking for fish to eat. However, they also enjoy tasty humanoid, human, and demi-human swimmers and may even sink small boats to get some food. They especially infest the waterways of the Azcan lands, and are sometimes attacked by the Azcan military if they cause trouble.

 

Pachycephalosaurus

Level 10 Brute
Huge natural beast (Dinosaur) XP 500
Initiative +10 Senses Perception +15
HP 131; Bloodied 65
AC 22; Fortitude 22, Reflex 21, Will 21
Speed 8
m Head Ram (standard; at-will)
Reach 3; +11 vs. Fortitude; 2d6+5 and Slow (save ends)
M Impressive Head Ramming (standard; Refresh 5-6)
Reach 3; +11 vs. Fortitude; 3d10+6 and Stunned (save ends). This power can be used with a Charge action but does not otherwise count as a basic attack.
RAMMING SPEED
Pachycephalosaurus adds +2d6 to his damage if he moves at least 5 squares when charging.
Alignment Unaligned Languages —
Skills Athletics +15
Str 21 (+10) Dex 18 (+9) Wis 18 (+9)
Con 21 (+10) Int 4 (+2) Cha 4 (+2)

Pachycephalosaurus was a ‘crouched biped’; like many bipedal dinosaurs, it tended to lean forward with a long tail as a counter weight enabling it to remain bipedal. Unlike most bipeds, it had weak teeth and claws (and stunty short forearms), but an extremely bony, armored head. Certain past scholars such as Mad Ivan of Boldavia attempted to claim Pachycephalosaurus used his head like a flail. This may well explain why Mad Ivan’s fourth death left him with his neck turned ninety degrees to parallel his shoulders instead of being perpendicular to them. Superior scholarship has shown, however, that Pachycephalosaurus would use his head bones to gore foes by bending down low and ramming their flanks at high speed. This was used to fight predators or in mating dominance rituals to scare off competitors for female Pachycephalosaurus. Their pathetic teeth meant they probably ate leaves and small vermin. Of course, the DM can broaden its diet to adventurers if he sees fit.

 

Pterosaur

Small, Level 1 Minion
Small natural beast (Dinosaur) XP 25
Initiative +3 Senses Perception +6
HP 1; missed attacks never hurt minions
AC 15; Fortitude 10, Reflex 15, Will 13
Speed 2; Fly 9
m Bite (standard; at-will)
+5 vs. AC; 4 damage
Alignment Unaligned Languages —
Skills Acrobatics +8
Str 7 (-2) Dex 16 (+3) Wis 13 (+1)
Con 13 (+1) Int 4 (-3) Cha 4 (-3)

Small Pterosaurs are about the size of a bird; they are basically winged flying lizards with some beak teeth.

 

Pterosaur

Medium, Level 5 Skirmisher
Medium natural beast (Dinosaur) XP 200
Initiative +8 Senses Perception +9
HP 63; Bloodied 31
AC 19; Fortitude 16, Reflex 19, Will 17
Speed 2; Fly 12
m Bite (standard; at-will)
+10 vs. AC; 1d10+4
Mobile Fighter
+2 to all defenses if the Pterosaur moves 4 or more squares that turn.
Alignment Unaligned Languages —
Skills Acrobatics +11
Str 12 (+3) Dex 18 (+6) Wis 15 (+4)
Con 15 (+4) Int 4 (-1) Cha 4 (-1)

Medium Pterosaurs prey on small creatures; conversely, they can also be trained as mounts for such.

 

Pterosaur

Large, Level 10 Skirmisher
Large natural beast (Dinosaur) XP 500
Initiative +12 Senses Perception +15
HP 106; Bloodied 53
AC 24; Fortitude 19, Reflex 22, Will 22
Speed 2; Fly 9
m Bite (standard; at-will)
Reach 2; +15 vs. AC; 2d6+5
Diving Assault (standard; Refresh 5-6)
The Pterosaur takes up to a full move, making a Bite attack at +2d6 damage at some point during the move. This counts as a charge.
Mobile Fighter
+2 to all defenses if the Pterosaur moves 4 or more squares that turn.
Alignment Unaligned Languages —
Skills Acrobatics +15
Str 15 (+7) Dex 21 (+10) Wis 21 (+10)
Con 18 (+9) Int 4 (-1) Cha 4 (-1)

Large Pterosaurs prey on up to Medium size creatures; conversely, they can also be trained as mounts for such.

Giant Pteranodon, Level 15 Skirmisher
Huge natural beast (Dinosaur) XP 1,200
Initiative +15 Senses Perception +17
HP 149; Bloodied 74
AC 29; Fortitude 26, Reflex 28, Will 27
Speed 2; Fly 12
m Bite (standard; at-will)
Reach 3; +15 vs. AC; 2d8+6
m Grasping Bite (standard; at-will)
Reach 3; +15 vs. AC; 1d10+6 and Restrained. This is escaped as per Grab. The target is pulled adjacent to the Pteranodon and moves with it automatically.
Diving Assault (standard; Refresh 5-6)
The Pteranodon takes up to a full move, making a Bite or Grasping Bite attack at +2d6 damage at some point during the move. This counts as a charge.
Mobile Fighter
+2 to all defenses if the Giant Pteranodon moves 4 or more squares that turn.
Alignment Unaligned Languages —
Skills Acrobatics +18
Str 18 (+11) Dex 23 (+13) Wis 21 (+12)
Con 21 (+12) Int 4 (-1) Cha 4 (-1)

Giant Pteranodon prey on up to Large size creatures; conversely, they can also be trained as mounts for such. They have developed inside the Hollow World and are not normally found in dinosaur refuges on the surface of Mystara. It likes to catch live prey to bring to its hatchlings. They lair in cliff-faces, mountain tops and other places hard for other predators to reach.

 

Stegosaurus

Level 12 Soldier
Huge natural beast (Dinosaur) XP 700
Initiative +10 Senses Perception +15
HP 126; Bloodied 63
AC 28; Fortitude 24, Reflex 20, Will 22
Resist Cold 5 Fire 5
Speed 9
m Tail (standard; at-will)
Reach 3; +19 vs. AC; 2d6+6 damage
Threat Display (standard; at-will) | Fear
Ranged 20; +17 vs. Will; target is dominated to take a full move away from the Stegosaurus every turn until the effect wears off. (save ends)
Vicious Tail Lash (standard; Refresh 5-6)
Reach 3; +19 vs. AC; 3d8+5 and 10 ongoing damage
Alignment Unaligned Languages —
Skills Nature +15
Str 22 (+12) Dex 14 (+8) Wis 19 (+10)
Con 22 (+12) Int 4 (-1) Cha 4 (-1)

Stegosaurus is an armored dinosaur with two parallel rows of bony back wedges rising into the air along its curved spine. It had a rather unusual posture with its highly arched back, quadrupedal movement, a long head held low to the ground on a thick but extended neck, and its stiff tail held high in the air. Its tail was also spiked but with long thinner spikes for fighting. Its spine plates served for defense, threat displays, but also thermal regulation like the sail of Dimetrodon. It is an aggressive herbivore, responding to threats by fighting back. Viciously. Perhaps because of having one of the very smallest known Dinosaur brains.

 

Tanystropheus

Level 8 Lurker
Large natural beast (Dinosaur) XP 350
Initiative +13 Senses Perception +11
Immune Water-Breather
HP 68; Bloodied 34
AC 22; Fortitude 19, Reflex 20, Will 17
Speed 3; Swim 9; swampwalk
m Bite (standard; at-will)
Reach 2; +13 vs. AC; 2d6+5 damage
Amphibious Assault
When attacking someone on land from the water, Tanystropheus gains combat advantage.
Sneak Attack
Tanystropheus add +2d6 when attacking someone they have combat advantage against.
Capsize (move; at-will)
This can only be used against vehicles on the surface up to size Large. The Tanystropheus can take up to a full move action, but must end up in the squares under its target. +11 vs. Reflex; the vehicle now flips upside down and is pushed 2 squares, dumping its passengers. Those who make saves can cling to the vehicle.
Swamplurk
In swampy conditions, Tanystropheus can initiate stealth so long as all possible observers are on land and he is in the water.
Alignment Unaligned Languages —
Skills Athletics +13, Nature +11, Perception +11
Str 18 (+8) Dex 20 (+9) Wis 14 (+6)
Con 14 (+6) Int 6 (+2) Cha 10 (+4)

Tanystropheus live in lakes, rivers and especially swamps, where they hunt fish and small mammals. They are not adverse to snapping up humans, elves, etc. either. They like to launch surprise attacks from the water on creatures by the bank. They have an extremely long neck and a reptillian body adapted for swimming. They are found in lost world environments such as the Hollow World around the Azcan lands and other places dinosaurs still dwell.

 

Triceratops

Size/Type:       Huge Animal

Hit Dice:         16d8+124 (196 hp)

Initiative:         –1

Speed:             30 ft. (6 squares)

Armor Class:   18 (–2 size, –1 Dexterity, +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, Dexterity 9, Con 25, Int 1, Wis 12, Cha 7

Skills: Listen +13, Spot +12

Feats:   Alertness, Great Fortitude, Toughness (4)

Environment: Temperate plains

Organization: Solitary, pair, or herd (5–8)

Challenge Rating:       9

Treasure:          None

Alignment:      Always neutral

Advancement:             17–32 HD (Huge); 33–48 HD (Gargantuan)

Level Adjustment:      —

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.

 

Megaraptor

Size/Type:       Large Animal

Hit Dice:         8d8+43 (79 hp)

Initiative:         +2

Speed:             60 ft. (12 squares)

Armor Class:   17 (1 size, +2 Dexterity, +6 natural), touch 10 11, flat-footed 14 15

Base Attack/Grapple: +6/+15

Attack:            Talons +10 melee (2d6+5)

Full Attack:     Talons +10 melee (2d6+5) and 2 foreclaws +5 melee (1d4+2) and bite +5 melee (1d8+2)

Space/Reach:   10 ft./5 ft.

Special Attacks:          Pounce

Special Qualities:        Low-light vision, scent

Saves: Fort +10, Ref +8, Will +4

Abilities:          Str 21, Dexterity 15, Con 21, Int 2, Wis 15, Cha 10

Skills: Hide  +9, Jump +27, Listen +12, Spot +12, Survival +12

Feats:   Run, Toughness, Track

Environment: Warm forests

Organization: Solitary, pair, or pack (3–6)

Challenge Rating:       6

Treasure:          None

Alignment:      Always neutral

Advancement:             9–16 HD (Large); 17–24 HD (Huge)

Level Adjustment:      —

This creature is a larger version of the deinonychus, standing about 12 feet tall with a total length of 24 feet. It has the same appearance, habits, and abilities of the smaller version.

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

Skills: A megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

 

Trachodon

Level 13 Skirmisher
Huge natural beast (Dinosaur) XP 800
Initiative +14 Senses Perception +10
HP 83; Bloodied 41
AC 21; Fortitude 19, Reflex 18, Will 17
Speed 12
m AFLACK! (Duckbill Bite) (standard; at-will)
Reach 3; +18 vs. AC; 2d8+6
Foreclaws Strike (standard; at-will vs. Large or larger creatures)
This attack can only be used against adjacent creatures who are size Large or larger; +16 vs. Reflex; 3d8+6
Mobile Skirmisher
The Trachodon adds +3d6 damage if it has moved at least 6 squares from where it started the turn.
Tail Smack (standard; Refresh 5-6)
Reach 3; +18 vs. AC; 4d8+6 damage and prone
Trample (standard; Refresh 5-6)
This can only be used on creatures of size Medium or less. The Trachodon takes a full move, moving through the square of its target at any point in the move without provoking attacks of opportunity from the target, though those nearby may get them if appropriate. When it moves through its target’s square, it attacks: +16 vs. Fortitude; 3d8+6, prone (no save needed), and stunned (save ends)
Alignment Unaligned Languages —
Skills Athletics +15, Nature +15
Str 19 (+10) Dex 22 (+12) Wis 18 (+10)
Con 19 (+10) Int 4 (+0) Cha 4 (+0)

Trachodons provide a perfect example of how paleontology is a work in progress. They were first proposed to exist in the 1850s, but by the mid-twentieth century, belief in its existence had ebbed as it became apparent that bits from entirely different creatures had been combined into one, and the surviving fossil bits originally used to hypothesize its existence were reclassified. By this point, however, its existence had seeped into popular culture and was not so easily eradicated. This frees the DM to give his Trachodons laser eyes if he sees fit. This version of Trachodons are semi-bipedal, fighting in a hunched over bipedal stance but moving swiftly on four legs with their long tails in the air when they want to run. They have heads rather like a duck, though the back areas of their ‘bill’ contain many many grinding teeth. Like all good fantasy dinosaurs, they like to kill adventurers, even though they are actually herbivores. Ecologically minded DMs may choose to have them be peaceful herbivores who only fight if provoked. But how interesting is that? Being hadrosaurs, Trachodons are extremely fast, for outrunning predators, like T. Rexes, who counted them among its food items.

Triceratops, Level 15 Soldier
Huge natural beast (Dinosaur) XP 1,200
Initiative +10 Senses Perception +12
HP 143; Bloodied 71
AC 31; Fortitude 28, Reflex 23, Will 27
Speed 8
m Snout Horn (standard; at-will)
Reach 3; +22 vs. AC; 2d8+6 damage
Triple-Horn Attack (standard; Refresh 5-6)
Reach 3; +22 vs. AC; 3d10+6 damage and 10 ongoing damage
Triceratops RUSH (standard; Refresh 5-6)
The Triceratops makes up to a full move, then attacks: +20 vs. Fortitude; 4d8+6 damage. This counts as a charge.
Alignment Unaligned Languages –
Str 23 (+13) Dex 12 (+8) Wis 20 (+12)
Con 23 (+13) Int 4 (+4) Cha 4 (+4)

This huge armored herbivore has a great bony frill to defend its neck. Twin bony spikes protrude from the frill forwards for defense, along with a horn from its nose. It has much the temperament of an elephant and is easily provoked to violence. Despite certain garbled bardly tales, it cannot actually fire energy blasts from its nose.

 

Tylosaurus

Level 13 Brute
Gargantuan natural beast (Dinosaur) XP 800
Initiative +10 Senses Perception +15
HP 162; Bloodied 81
AC 25; Fortitude 25, Reflex 23, Will 23
Resist Cold 10
Speed Swim 18
m Bite (standard; at-will)
Reach 4; +16 vs. AC; 3d6+6
M Head Ram (standard; at-will)
Reach 4; +14 vs. Fortitude; 1d10+6 and Stunned (save ends)
Face Bite (standard; Refresh 5-6)
Reach 4; +14 vs. Reflex; 3d10+6 and Blinded (save ends)
Capsize (move; at-will)
This can only be used against vehicles on the surface up to size Gargantuan. The Tylosaurus can take up to a full move action, but must end up in the squares under its target. +14 vs. Reflex; the vehicle now flips upside down and is pushed 5 squares, dumping its passengers. Those who make saves can cling to the vehicle.
Alignment Unaligned Languages —
Skills Athletics +17
Str 22 (+12) Dex 18 (+10) Wis 18 (+10)
Con 22 (+12) Int 4 (+3) Cha 4 (+3)

Tylosaurus was a truly humongous (49 or more feet long) apex predator of the Late Cretaceous, a contemporary of dinosaurs, but itself a mosasaur (predatory marine lizard, most closely related to modern snakes and monitor lizards). It had an elongated, tubular snout from which its name derived, used to ram and stun prey. It is usually found in shallow, nearshore waters, though sufficiently rich waters will lure it further out.

 

Tyrannosaurus Rex

Level 16 Solo Brute
Gargantuan natural beast (Dinosaur) XP 7000
Initiative +10 Senses Perception +12
HP 970; Bloodied 485
AC 30; Fortitude 30, Reflex 28, Will 26
Saves +5 Action Points 2
Speed 9
m Bite (standard; at-will)
Reach 4; +19 vs. AC; 3d8+7 damage
M Rend (Minor; at-will)
This can only be used on the victim of a successful Bite or Grappling Bite attack. Reach 4; 3d8+7 and 5 ongoing damage
M Stunty Forearms (Minor; at-will)
This attack can only be used on creatures who are at least Huge in size; +19 vs. AC; 2d8+7 damage and prone
Tyrant Lizard ROAR (standard; Refresh 5-6)
Close Burst 5; +17 vs. Will; 2d8+7 Psychic Damage and Push 3
Grappling Bite (standard; Refresh 5-6)
Reach 4; +17 vs. Reflex; 4d10+7 and target is Restrained and pulled up adjacent to the T. Rex; it is now in his mouth. It must escape as per a normal grab and moves with the T. Rex automatically if he moves.
Alignment Unaligned Languages ROAAAAAAAARRRRRRRRRR!!!!!!!!
Skill Intimidate +20
Str 24 (+15) Dex 21 (+13) Wis 21 (+13)
Con 24 (+15) Int 4 (+4) Cha 21 (+13)

 

Fantasy Velociraptor

Level 6 Skirmisher
Medium natural beast (Dinosaur) XP 250
Initiative +11 Senses Perception +10
HP 72; Bloodied 36
AC 20; Fortitude 18, Reflex 18, Will 18
Speed 8
m Bite (standard; at-will)
+11 vs. AC; 1d10+4 damage.
#*$#)*#()!!!! It’s VELOCIRAPTORS (Minor; Refresh 5-6) | Fear, Psychic
Burst 2 within 10 squares; +9 vs. Will; 1d6+4 Psychic Damage and push 3.
Scare the Prey
If a Velociraptor is adjacent to someone, everyone else gains combat advantage against that unfortunate being.
Pack Hunter
Velociraptors add +2d6 to damage if two or more allies are adjacent to their target.
Natural Thieves
*A Velociraptor’s claws count as Thieves’ Tools, adding +2 to Thievery skill uses where appropriate. They also get a +2 racial bonus to the Thievery skill and to Stealth.
Alignment Unaligned Languages —
Skills Athletics +11, Endurance +11, Stealth +14, Thievery +16*
Str 16 (+6) Dex 19 (+7) Wis 14 (+5)
Con 16 (+6) Int 19 (+7) Cha 4 (+0)

Fantasy Velociraptors were created by the noted Mad Archwizards Mikhail Kriton of Karameikos and Stefan Spellburgh of Aalban. These terrors make it their purpose in life to eat anything alive, but their preferred food is adventurers, precocious children, good-looking women and wise old men. They have an instinctive knack for breaking into places, born knowing how to pick locks, disable magical wards, and climb into chimneys, high windows, etc. Their obsessive pursuit of prey is also perhaps their greatest weakness, as they’ll break into ambushes and hideous death traps in pursuit of tasty things. They travel in packs, and may follow something larger hoping to finish off either it or its prey when the fight is over.

 

Fantasy Velociraptor Swarm

Level 16 Skirmisher
Huge natural beast (Dinosaur) XP 5600
Aura 3; Anyone who begins their turn within the aura is subject to an immediate Bite attack.
Initiative +11 Senses Perception +10
HP 72; Bloodied 36
AC 30; Fortitude 28, Reflex 28, Will 28
Speed 8
m Bite (standard; at-will)
Reach 3; +21 vs. AC; 2d8+7 damage.
M Swarm (standard; at-will)
Reach 2; +19 vs. Reflex; 1d10+7 damage and the target is pulled inside the swarm and Restrained. He is subject to the swarm’s Aura while inside it. The Victim may escape his Restrained condition as per normal rules for escaping a grab; the inside of a swarm counts as difficult terrain for movement.
Devour (minor; at-will 1/round)
Only against Restrained, Unconscious, or Stunned targets; +21 vs. AC; 3d8+7 damage
#*$#)*#()!!!! It’s VELOCIRAPTORS (Minor; Refresh 5-6) | Fear, Psychic
Burst 3 within 10 squares; +19 vs. Will; 1d10+7 Psychic Damage and push 3.
Scare the Prey
If a Velociraptor Swarm is adjacent to someone, everyone else gains combat advantage against that unfortunate being.
Pack Hunter
Velociraptor Swarms add +3d6 to damage if two or more allies are adjacent to their target.
Natural Thieves
*A Velociraptor’s claws count as Thieves’ Tools, adding +2 to Thievery skill uses where appropriate. They also get a +2 racial bonus to the Thievery skill and to Stealth.
Alignment Unaligned Languages —
Skills Athletics +18, Endurance +18, Stealth +22, Thievery +24*
Str 21 (+13) Dex 24 (+15) Wis 19 (+12)
Con 21 (+13) Int 24 (+15) Cha 4 (+0)

Sometimes, hungry velociraptors swarm in a great tide of densely packed and hungry flesh. A pack of hungry fantasy velociraptors can pull down all but the largest dinosaurs. Especially if several swarms work together.

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