prehistoric bestiary
TRANSCRIPT
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AetosaurMedium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+6
Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4)
Full Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +4, Listen +4, Spot +4
Feats: Alertness, Weapon Focus (tail)
Environment: Any warm land
Organization: Solitary or herd (4-24)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium); 6-9 HD (Large)
Level Adjustment:
This reptilian creature resembles a thick-bodied crocodile, heavily armored with plates of horn-covered bone. Its head has a long beak with rows
of small, conical teeth.
Aetosaurs are a type of herbivorous prehistoric reptile that lived before the age of the dinosaurs. Aetosaurs ate ground vegetation, grazing off
stalks and leaves or digging up roots. Ground ferns are a major part of many aetosaurs' diet.
A typical aetosaur is 6 to 8 feet long (including tail) and weighs 150 to 400 pounds, The biggest species of aetosaur could grow up to twice this
size (16 feet or so), the smallest were as little as a yard long.
COMBAT
An aetosaur will defend itself with its tail and bite if attacked, but prefers to walk away from something that looks like a threat.
Spined Aetosaur
Some aetosaurs have several pairs of horn-covered spikes on the back of these shoulders, which serve as defensive weapons. Make the
following changes to the stat block above:
Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4) or spines +6 melee (1d4+4)
Full Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4) or spines +6 melee (1d4+4)
Special Attacks: Spines
Spines(Ex): Any creature striking an aetosaur with handheld weapons or natural weapons must succeed on a DC 12 Reflex save or take 1d4+4
points of piercing and slashing damage from the reptile\'s spines. Note that weapons with exceptional reach, such as longspears, do not
endanger their users in this way. An aetosaur may also use its spines offensively.
AgriotheriumLarge Animal
Hit Dice: 15d8+75 (142 hp)
Initiative: +2
Speed: 50 ft. (10 squares)Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +11/+25
Attack: Claw +20 melee (1d10+10)
Full Attack: 2 claws +20 melee (1d10+10) and bite +18 melee (1d12+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity, gnaw, improved grab, rend 2d10+15
Special Qualities: Dire, low-light vision, scent
Saves: Fort +14, Ref +10, Will +10
Abilities: Str 31, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +12, Spot +12
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Feats: Alertness, Awesome Blow, Improved Bull Rush, Multiattack, Power Attack, Run
Environment: Warm plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 16-24 HD (Large); 25-30 HD (Huge)
Level Adjustment:
This great beast looks like a bear with the proportions of a tiger. It runs towards you, a hungry gleam in its eyes.
Agriotherium is not a true bear, but rather a hemicyonid, close relatives of bears built for running. They prefer open terrain, so are sometimes
called "savannah bears". Rather than the omnivory of most bears, Agriotherium is a true carnivore, feeding mostly on the flesh of elephants,
rhinos and other huge beasts, although it can and will scavenge and feed on fruits, grubs and honey. Agriotherium hunts in pairs or in small
packs, and these groupings are very territorial--they are likely to view intrusions of humanoids into their ranges as a threat.
An agriotherium is 10 feet long and 6 feet tall at the shoulder, weighing around 2,200 pounds.
COMBAT
Agriotherium use pack tactics combined with their great speed and strength to catch prey, then savage it mercilessly with their fierce paws and
teeth.
Dire (Ex): An agriotherium is considered to be a dire animal for the purposes of saving throws.
Ferocity(Ex): An agriotherium is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Gnaw (Ex): An agriotherium that hits with both claw attacks may make an immediate free bite attack. Additionally, it deals automatic bite
damage every round it maintains a grapple.
Improved Grab(Ex): To use this ability, an agriotherium must hit with a claw attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity.
Rend(Ex): If an agriotherium hits with both claw attacks, it latches onto the opponents body and tears the flesh. This attack automatically
deals an additional 2d10+15 points of damage.
AllosaurusLarge 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); 2530 HD (Gargantuan)
Level Adjustment:
Out of the undergrowth, a large reptilian creature emerges. In spite of its bulk and saurian appearance, it moves with a bird-like grace. It is a
dark green color with brown stripes, and sports a pair of short red ridges above each eye. Spying you, it roars and charges towards you with
terrifying speed.
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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 foreclawsand 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 Allosaurusgizzard. 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.
AmebelodonHuge Animal
Hit Dice: 11d8+66 (115 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 15 ft.
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +8/+27
Attack: Slam +17 melee (2d8+11)
Full Attack: Slam +17 melee (2d8+11) and 2 stamps +12 melee (2d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Toss muck, trample 2d12+16
Special Qualities: Low-light vision, marsh move, scentSaves: Fort +13, Ref +7, Will +5
Abilities: Str 32, Dex 11, Con 23, Int 2, Wis 10, Cha 5
Skills: Listen +9, Spot +9, Swim +19
Feats: Alertness, Endurance, Improved Natural Attack (slam), Iron Will
Environment: Temperate swamps
Organization: Solitary, pair, or herd (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-27 HD (Huge)
Level Adjustment:
This gigantic elephantlike creature has two sets of tusks, the upper pair like those of a typical elephant, and the lower pair longer, straighter,
and shovel-like.
The amebelodon is a mastodon-sized proboscidean adapted to life in swamps and rivers. It uses its shovel-like tusks to scoop up water plants
which make up the bulk of its diet or to scrape bark from trees.
An amebelodon stands 10 feet high at the shoulder and weighs over 4,000 pounds.
COMBAT
An amebelodon fights much like an elephant, although its tusks are not useful in battle.
Marsh Move(Ex): Amebelodons take no movement penalties for moving in marshes or mud.
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Toss Muck(Ex): As a standard action, an amebelodon can toss a tuskful of muck at a target within 20 feet. This requires a ranged touch attack.
The target is blinded until it takes a move action to wipe off the muck. This ability may only be used in muddy or marshy terrain.
Trample(Ex): Reflex half DC 25. The save DC is Strength-based.
Skills: An amebelodon 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.
AmiskwiaMedium Vermin (Aquatic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 60 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Vermin traits, water dependent
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 15, Dex 12, Con 13, Int , Wis 8, Cha 2
Skills: Swim +10Feats:
Environment: Any aquatic
Organization: Solitary, cluster (2-5) or colony (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment:
This wormlike creature has a rounded head tipped with two tentacles. Its body flattens out and broadens in the trunk, narrowing where it meets
the broad, paddle-shaped tail. A small tubular opening is found where the trunk meets the head, suggesting a mouth.
Amiskwia is a prehistoric, soft-bodied marine invertebrate. It spends most of its time crawling across the muddy ocean floor looking for food.
Amiskwia are primarily scavengers, but capture prey if given the chance. They can spend several hours at a time on dry land, and often leave
the water to comb beaches for food or travel from one body of water to another.
An amiskwia is 5 feet long and weighs 250 pounds.
COMBAT
Amiskwia is a simple predator, swimming or crawling toward prey and biting with its tubular mouth opening.
Water Dependent(Ex): Amiskwia can survive out of the water for 10 minutes per point of Constitution (after that, refer to the drowning rules).
Skills: An amiskwia 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.
AmphicyonLarge Animal
Hit Dice: 7d8+28 (59)
Initiative: +1Speed: 40 ft. (8 squares)
Armor Class: 15 (1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+17
Attack: Claw +12 melee (1d8+8)
Full Attack: 2 claws +12 melee (1d8+8) and bite +7 melee (3d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
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Skills: Listen +5, Spot +7, Swim +12
Feats: Endurance, Improved Natural Attack (Bite)[B], Run, Track
Environment: Temperate plains
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-12 HD (Large), 13-16 HD (Huge)
Level Adjustment: -
This creature somewhat resembles a bear, but its tail is heavier, its neck thicker, and its mouth more wolflike than ursine. Its body is almost
leonine.
Neither bears nor dogs, the amphicyon shares traits of both. Unlike its omnivorous cousins, an amphicyon is a powerful carnivore.
These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-
tempered and territorial.
COMBAT
An amphicyon attempts to grab prey with its powerful claws and then sink its powerful jaws into the neck or ribcage to finish it off.
Trip(Ex): An amphicyon that hits with its bite attack can attempt to trip the opponent (+12 check modifier) as a free action without making a
touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the amphicyon.
Skills: An amphicyon has a +4 racial bonus on Swim checks.
AnancusHuge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +7/+27
Attack: Gore +17 melee (2d10+18)
Full Attack: Slam +17 melee (2d6+12) and 2 stamps +15 melee (2d6+6) or gore +17 melee (2d10+18)
Space/Reach: 15 ft./10 ft. (15 ft. with tusks)
Special Attacks: Improved grab, toss, trample 2d8+18
Special Qualities: Low-light vision, scentSaves: Fort +13, Ref +7, Will +4
Abilities: Str 34, Dex 10, Con 23, Int 2, Wis 12, Cha 7
Skills: Listen +10, Spot +9
Feats: Alertness, Improved Bull Rush, Multiattack, Power Attack
Environment: Temperate forest
Organization: Solitary or herd (2-20)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-28 HD (Gargantuan)
Level Adjustment:
This elephantine creature has extremely long, straight tusks, almost as long as its body, jutting straight out from its mouth. Its ears and trunk
are smaller than most other elephants.
The anancus is a proboscidean adapted to life in temperate forests, where it feeds on foliage. Its size and deadly tusks prevent most predators
from bother it, although its young sometimes fall prey to larger carnivores.
An anancus has a shoulder height of about 15 feet, weighs between 8 and 10 tons, and has tusks roughly 15 feet long.
COMBAT
An anancus usually only becomes aggressive if it or its young are threatened. Once angered, it attacks with its long tusks, scooping up smaller
foes and tossing them against trees or onto the ground to be trampled.
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Improved Grab(Ex): To use this ability, an anancus must hit a Large or smaller opponent with a gore attack. If it gets a hold, it tosses its
opponent.
Jungle Movement(Ex): Pike-tusked elephants have supreme agility and maneuverability despite their size, allowing them to pass through the
thickest forests with ease. An anancus can move through light undergrowth without penalty, and treats heavy undergrowth as light
undergrowth for the purposes of movement (two squares to pass through, +2 to Tumble and Move Silently DCs).
Narrow Berth(Ex): Due to its narrow body, an anancus is treated as being one size smaller than it actually is for the purposes of squeezing (see
page 149 of the Players Handbook for the rules for squeezing).
Toss(Ex): Pike-tusked elephants vigorously shake any creature caught in their tusks and fling it in a random direction. Resolve the toss as a bull
rush maneuver (+20 check modifier), except that there is no attack of opportunity, since the anancus has already grabbed its foe when it tries
to toss the victim. The anancus does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the
anancus' bull rush check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage
on landing as if they had fallen a distance equal to the distance they were tossed.
Trample (Ex): As a full-round action, an anancus can move up to twice its speed and literally run over Large or smaller creatures. This attack
deals 2d8+18 points of damage. Trampled opponents can make attacks of opportunity against the anancus at a -4 penalty. If they do not make
attacks of opportunity, trample opponents can attempt a DC 27 Reflex save for half damage. The save DC is Strength-based.
AnatotitanHuge Animal
Hit Dice: 12d8+90 (144 hp)Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-2 size, -1 Dex, +8 natural), touch 7, flat-footed 15
Base Attack/Grapple: +9/+25
Attack: Tail slam +15 melee (1d6+12)
Full Attack: Tail slam +15 melee (1d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d10+12
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +7, Will +5
Abilities: Str 26, Dex 9, Con 24, Int 1, Wis 12, Cha 7
Skills: Listen +8, Spot +8, Swim +13
Feats: Alertness, Endurance, Run, Toughness (x2)
Environment: Temperate and cold plains
Organization: Solitary, pair or herd (6-36)
Challenge Rating: 7Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment: ---
This massive creature has a leathery hide, long slender limbs and a wide beak somewhat like that of a duck.
Anatotitans are huge herbivorous ornithischians that are generally harmless unless provoked.
The average Anatotitan is 30 to 40 feet long and can weigh up to 3-4 tons. Despite its bulk, it is shy and not aggressive. Anatotitans, like other
hadrosaurs, rear their young and have large herds consisting of one or more families. They are quite resistant to cold temperatures, despite
their reptilian appearance.
This dinosaur is also known as Anatosaurus, and by the archaic name of Trachodon.
COMBAT
Anatotitans avoid combat whenever possible, preferring to flee from confrontation. If their young are threatened, however, they fight with
their powerful tails. An Anatotitan will only make a trample attack as part of an escape attempt, or if pursuers are too vigilant.
Trample (Ex): An Anatotitan can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a
Reflex save (DC 24 half) or take 2d10+12 damage. The save DC is Strength-based.
Anchisaurus
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Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Slam +1 melee (1d4)
Full Attack: Slam +1 melee (1d4)
Space/Reach: 5 ft./5 ft.Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 14, Con 12, Int 2, Wis 14, Cha 10
Skills: Climb +11, Listen +5, Spot +5
Feats: Alertness
Environment: Any land
Organization: Solitary, pair or herd (3-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -
This dinosaur is just over seven feet long, with a long, slender neck and tail. As you watch, it lifts its front legs, standing on its hind legs to reachsome leaves high in the nearby tree. Its forearms grasp a branch, as if they had humanlike hands.
This prosauropod spends most of its time as a quadruped, but is capable of spending periods of time in a bipedal position in order to reach high
leaves. Although generally herbivorous, with blunt teeth better suited for vegetation, Anchisauruses have been known to eat meat.
An Anchisaurus is just over 7 feet long and weighs around 60 pounds.
COMBAT
An Anchisaurus only bites in retaliation, preferring to climb a nearby tree to escape predators.
Skills: An Anchisaurus has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Andrewsarchus
Large AnimalHit Dice: 9d8+45 (85)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+18
Attack: Bite +13 melee (2d6+12)
Full Attack: Bite +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +7, Will +4
Abilities: Str 27, Dex 13, Con 20, Int 2, Wis 12, Cha 6
Skills: Hide +1, Listen +7, Spot +7
Feats: Alertness, Endurance, Improved Natural Attack (bite), Run, Track[B]
Environment: Temperate plains
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 1018 HD (Large); 19-27 HD (Huge)
Level Adjustment: -
This animal looks somewhat like a wolf, but it is bigger than a bear and possesses hoof-like nails instead of claws. Its short fur has similar
coloration to that of a lion, except in darker patches along the top of its neck and back, surrounding its eyes, and tipping its tail and feet.
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Andrewsarchus (and-rooz-ARK-us) is a mammalian carnivore that resembles a wolf, but is larger than a rhinoceros. These predators tend to
hunt and scavenge along riverbanks and shorelines of other bodies of water.
A typical andrewsarchus stands 6 feet tall at the shoulder and is over 15 feet in length. Its skull is nearly 3 feet long and 2 feet wide. It weighs
about 3,300 pounds.
COMBAT
An andrewsarchus prefers to hunt other large mammals, tearing through flesh and bone with its enormous jaws and strong teeth.
AnkylosaurusHuge Animal
Hit Dice: 11d8+77 (126 hp)
Initiative:2
Speed: 15 ft. (3 squares)
Armor Class: 18 (2 size,2 Dex, +12 natural), touch 6, flat-footed 18
Base Attack/Grapple: +7/+22
Attack: Tail-club +13 melee (3d8+10/19-20)
Full Attack: Tail-club +13 melee (3d8+10/19-20) and slam +7 melee (2d6+3)
Space/Reach: 15 ft./10 ft. (15 ft. with tail-club)
Special Attacks: Tail-club
Special Qualities: Damage reduction 12/, low-light vision, scent, total fortification, weapon-breaking armor
Saves: Fort +14, Ref +5, Will +4Abilities: Str 25, Dex 7, Con 24, Int 1, Wis 12, Cha 4
Skills: Listen +10, Spot +10
Feats: Alertness, Awesome Blow, Endurance, Power Attack, Weapon Focus (tail-club)
Environment: Temperate or warm plains and forests
Organization: Solitary, pair or herd (3-6)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 1220 HD (Huge); 2139 HD (Gargantuan)
Level Adjustment:
An Ankylosaurus has a broad, low-slung body covered in bony protrusions, four short and thick legs, a small blocky head with a tortoise-like
beak and a powerful tail ending in a double-lobed bony club. Every part of its body is covered by armor, even its eyes have bony lids.
These dinosaurs are solitary herbivores, usually only congregating to breed. They are resilient animals able to live in harsh conditions, some
species lived in saline wastelands and deserts.
The above stats are for a modest sized Ankylosaurus between 15 and 25 feet from beak to tail-club, such a creature could weigh between 4000
and 16000 pounds. The same stats can be used for other large genera of Ankylosauridae such as Euoplocephalus, Saichania or Tarchia.
COMBAT
Ankylosaurus usually only attacks if closely approached by an apparent threat. It relies on its formidable armor and smashing tail-club in
combat, hunkering down and lashing out until its opponents either give up or manage to break through its armor. They do not flee from
attackers, because they're simply too slow to outrun any of the prehistoric predators they're likely to meet.
Damage Reduction(Ex): A standard Ankylosaurus has a Damage Reduction equal to 7 plus half its Hit Dice. A Medium-sized Ankylosaurus has a
DR of 2 plus its Hit Dice, A Large-sized Ankylosaurus has a DR of 5 plus half its Hit Dice, a Gargantuan one has a DR of 8 plus half its Hit Dice.
Tail Club(Ex): An Ankylosaurus' tail-club attack is treated as a 2-handed weapon, so it gains 1 times the creatures Strength bonus and the
Power Attack feat adds +2 damage per1 attack penalty. The tail-club inflicts crushing damage, has a reach equal to a tall creature of the
Ankylosaurus' size, and threatens a critical on a 19-20.
Total Fortification(Ex): Ankylosaurus takes normal damage from critical hits or sneak attacks. Its bony armor shields every vital organ, negating
such special attacks.
Weapon-Breaking Armor(Ex): An Ankylosaurus' armor is so thick, rough and hard that it can damage weapons that strike it. Any weapon that
hits the dinosaur takes 1d10+7 points of damage unless the attacker succeeds at a DC 21 Reflex save. The damage the weapon takes cannot
exceed the damage it rolled against the Ankylosaurus. If a natural weapon hits the Ankylosaurus, the attacking creature takes the indicated
damage. Weapons that are objects, such as most handheld and missile weapons, take half damage as per the standard rules. The save DC is
Constitution-based.
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AnomalocarisGargantuan Vermin (Aquatic)
Hit Dice: 12d8+84 (138 hp)
Initiative: +0
Speed: Swim 40 ft. (8 squares)
Armor Class: 16 (-4 size, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple: +9/+33
Attack: Tentacle +17 melee (2d6+12)
Full Attack: 2 tentacles +17 melee (2d6+12) and bite +12 melee (3d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., damage reduction 5/, light fortification, vermin traits
Saves: Fort +15, Ref +4, Will +4
Abilities: Str 35, Dex 10, Con 25, Int , Wis 11, Cha 6
Skills: Swim +20
Feats:
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Gargantuan); 25-48 HD (Colossal)
Level Adjustment:
An enormous creature swims into view. Big as a longship, its flattened torpedo-shaped body tapers to a fanlike tail. A row of overlapping finlike
lobes run down each flank, undulating in concert with its tail to drive the beast through the water. Its broad head sports two semi-globular eyes
on short stalks and what appear to be a pair of giant, walrus-like tusks. A second look reveals these "tusks" to be tentacle-like grasping
appendages lined with spiky protrusions. These appendages flex inwards towards a circular mouth on the underside of the creature's head. Said
mouth irises in and out, clashing together a ring of jagged teeth; more rings of teeth lie farther down the creatures throat, ready to grind up
anything it swallows.
Anomalocaris, or "odd shrimp", somewhat resembles a giant squid with curved walrus tusks. By far the largest creature in the primeval oceans
it calls home, anomalocaris is a free-swimming predator that had no competitors apart from other anomalocaris.
An anomalocatis' body is up to 80 feet long, their weight ranges from 20 tons to 150 tons or more.
COMBAT
An anomalocaris views any creature small enough to swallow as a potential meal. An anomalocaris aggressively chases prey, seizing victims in
its pseudo-tusks and transferring them to its mouth to be swallowed and ground up by its toothy gullet.
An anomalocaris will attack prey on the surface as well as underwater. They may mistake ships for rival anomalocaris and attack them, which
can result in vessels being capsized by an anomalocaris surfacing beneath them. Any creatures thrown in the water when their craft capsizes
will usually be attacked by the anomalocaris that "defeated" its perceived rival.
Capsize (Ex): A submerged anomalocaris that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a
50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
Improved Grab(Ex): To use this ability, an anomalocaris must hit with a tentacle 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 attempt to swallow the foe the following
round.
Light Fortification(Ex): An anomalocaris' overlapping lateral lobes protect its vital areas and makes it resistant to extra damage from critical hits
and sneak attacks. Anytime an anomalocaris is hit by a critical hit or a sneak attack, it has a 25% chance to resist the extra damage.
Swallow Whole(Ex): An anomalocaris can try to swallow a grabbed opponent two size categories smaller than itself by making a successful
grapple check. Once inside, the opponent is masticated by the multiple rows of teeth lining the anomalocaris' gizzard, taking 3d8+18 points of
bludgeoning/slashing/piercing damage plus 8 points of acid damage per round. 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 15). Once the creature exits, muscular action closes the hole;
another swallowed opponent must cut its own way out.
A Gargantuan anomalocaris' interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: An anomalocaris 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.
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ApatosaurusGargantuan Animal
Hit Dice: 26d8+214 (331 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 15 (-4 size, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +19/+43
Attack: Tail slam +27 melee (3d6+18 plus thunderous snap) or stamp 5d8+18
Full Attack: Tail slam +27 melee (3d6+18 plus thunderous snap) or stamp 5d8+18
Space/Reach: 20 ft./15 ft.
Special Attacks: Thunderous snap, trample 4d8+18
Special Qualities: Low-light vision, scent
Saves: Fort +25, Ref +15, Will +10
Abilities: Str 34, Dex 11, Con 27, Int 1, Wis 14, Cha 10
Skills: Listen +15, Spot +22
Feats: Alertness, Awesome Blow, Diehard, Endurance, Great Fortitude, Improved Bull Rush, Power Attack, Toughness
Environment: Warm forests, plains and hills
Organization: Solitary, pair, or herd (3-6)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 27-52 HD (Gargantuan); 53-78 HD (Colossal)
Level Adjustment: ---
This massive quadruped has a very long neck and tail, a small horse-like head, a wrinkled, elephantine hide and a small row of colorful spines
lining its back, like those of an iguana.
The apatosaurs are the most common species of sauropod, the unbelievably large long-necked plant-eating dinosaurs.
Although they vary in size, most apatosaurs are between 70 and 80 feet in length and weigh from 30-40 tons. They are usually solitary, unlike
their relatives Diplodocus and Seismosaurus. They feed on low-lying foliage with their long necks, and can rear up on their longer hind legs and
tail to reach the tops of trees.
Another name for Apatosaurus, old but still in common use is Brontosaurus; this name means thunder lizard and refers to the sound the
beast makes as it walks.
COMBAT
Apatosaurs are so large that they have few natural enemies, besides allosaurs and megalosaurs hunting in packs. If directly threatened, they
lash out with their powerful tails, but are capable of merely walking over most opponents.
Thunderous Snap(Ex): Although an apatosaurus is ponderous, its whip-like tail can move faster than sound. Any creature struck by an
apatosaurus tail slam must make a Fortitude save (DC 28) or be stunned for 1d4 rounds and deafened for 1d4 minutes. On a successful save,
the creature is merely deafened for 1d4 minutes. The save DC is Constitution based.
Trample (Ex): An apatosaurus can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled must make a
Reflex save (DC 32 half) or take 4d8+18 damage. The save DC is Strength-based.
ArchelonHuge Animal
Hit Dice: 12d8+84 (138 hp)
Initiative:2
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 21 (2 size,2 Dex, +15 natural), touch 6,flat-footed 21
Base Attack/Grapple: +9/+26
Attack: Bite +16 melee (2d6+13)
Full Attack: Bite +16 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks:
Special Qualities: Hold breath, low-light vision
Saves: Fort +16, Ref +2, Will +5
Abilities: Str 28, Dex 7, Con 22, Int 2, Wis 13, Cha 7
Skills: Listen +11, Spot +6, Swim +17
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Feats: Great Fortitude, Toughness (4)
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 1324 HD (Huge); 2536 HD (Gargantuan)
Level Adjustment:
This huge turtle is easily 15 feet from nose to tail, with a powerful beaked jaw. Its feet are large, paddle-like flippers.
The archelon is a large, primitive sea turtle. While it often feeds on floating carrion or shellfish it digs up out of the mud, it is highly aggressive
and is not afraid to come up out of the water in order to reach a meal on shore.
Combat
The archelon attacks with a snap of its oversized jaws.
Hold Breath(Ex): An archelon can hold its breath for a number of rounds equal to 10 its Constitution score before it risks drowning. For a
typical archelon, this is 220 rounds, or 22 minutes.
Skills: An archelon has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
ArsinoitheriumLarge Animal
Hit Dice: 9d8+36 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+17
Attack: Gore +13 melee (2d8+10/18-20/x3)
Full Attack: Gore +13 melee (2d8+10/18-20/x3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, powerful charge, trample 2d8+10
Special Qualities: Dire, low-light vision
Saves: Fort +10, Ref +6, Will +9
Abilities: Str 24, Dex 10, Con 19, Int 2, Wis 13, Cha 2
Skills: Listen +7, Spot +7, Swim +11Feats: Diehard, Endurance, Iron Will, Weapon Focus (gore)
Environment: Warm forests and marshes
Organization: Solitary or herd (212)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 1012 HD (Large); 1327 HD (Huge)
Level Adjustment:
This creature resembles a rhinoceros, except in place of its single horn is an enormous pair of knife-like horns. A second, tinier pair of horns rises
atop its head behind the larger pair.
Although it resembles a rhino, arsinoitherium is actually a closer relative to elephants. This herbivorous creature is most often found in tropical
rainforests at the margin of swamps.
The arsinoitherium's size, build, and deadly horns leave it untouched by most predators.
An arsinoitherium is three to six feet tall at the shoulders and 6 to 10 feet long. It weighs around 5,000 pounds.
COMBAT
Much like a rhinoceros, an arsinoitherium lowers its head and charges if disturbed or annoyed.
Augmented Critical(Ex): An arsinoitherium's gore threatens a critical hit on a natural attack roll of 1820, dealing triple damage on a successful
critical hit.
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Dire (Ex): An arsinoitherium is considered to be a dire animal for the purposes of saving throws.
Powerful Charge(Ex): An arsinoitherium deals 4d8+20 points of damage when it makes a charge.
Trample (Ex): Reflex half DC 21. The save DC is Strength-based.
Skills: An arsinoitherium has a +4 racial bonus on Swim checks.
AstrapotheriumLarge Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+14
Attack: Gore +9 melee (1d8+6)
Full Attack: Gore +9 melee (1d8+6) and 2 stamps +7 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 23, Dex 10, Con 19, Int 2, Wis 13, Cha 4
Skills: Listen +8, Spot +7, Swim +10Feats: Alertness, Endurance, Multiattack
Environment: Temperate and warm forests
Organization: Solitary or herd (212)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large)
Level Adjustment:
This creature resembles a large tapir with a short prehensile trunk. Two pairs of curved tusks grow from its mouth.
A xenungulate, Astrapotherium is a member of an odd lineage of herbivorous mammals. Despite their superficial resemblance to tapirs and
elephants, they are not closely related to either. Astrapotheres are hippo-like in their behavior, wallowing in mud holes and swimming in rivers
in order to graze on plants growing from the bottom.
An astrapotherium is over 8 feet long and weighs 500 to 600 pounds.
COMBAT
Astrapotherium are generally docile, but are quite capable of defending themselves with tusks and hooves.
Hold Breath(Ex): An astrapotherium can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills: Astrapotheriums have a +4 racial bonus on Swim checks.
AurochsLarge Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 40 ft. (8 squares)Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +4/+14
Attack: Gore +9 melee (1d8+9)
Full Attack: Gore +9 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, trample 1d10+9
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +6
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Feats: Alertness, Diehard, Endurance
Environment: Temperate plains
Organization: Solitary or herd (6-30)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-8 HD (Large)
Level Adjustment:
This large black bull has a pale stripe down its spine. Its lyre-shaped horns are set at a forward angle.
Aurochs prefer swampy and wet wooded areas. They feed primarily on green grass and leaves, supplemented with occasional tree fruits.
Aurochs stand 5 to 6 feet tall at the shoulder, are 10 to 12 feet long, and weigh 1,500 to 2,500 pounds.
COMBAT
Aurochs are much more aggressive than typical cattle, trampling smaller creatures and goring larger foes with their impressive horns.
Stampede (Ex): A frightened herd of aurochs flees as a group in a random direction (but always away from the perceived source of danger).
They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five aurochs in the herd
(Reflex DC 19 half). The save DC is Strength-based.
Trample (Ex): Reflex half DC 18. The save DC is Strength-based.
Bear, Short-FacedLarge Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +7/+19
Attack: Claw +14 melee (1d8+8)
Full Attack: 2 claws +14 melee (1d8+8) and bite +12 melee (2d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity, frightful roar
Special Qualities: Dire, low-light vision, scent
Saves: Fort +11, Ref +9, Will +8
Abilities: Str 27, Dex 15, Con 19, Int 2, Wis 12, Cha 10Skills: Listen +5, Spot +5, Survival +6*
Feats: Ability Focus (frightful roar), Endurance, Multiattack, Track
Environment: Cold and temperate plains
Organization: Solitary, pair, or family (3-5)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-15 HD (Large), 16-20 HD (Huge)
Level Adjustment:
This immense, long-legged bear has a face like that of a mastiff. It rears up on its hind legs, standing as tall as a fire giant, and lets out a mighty
roar.
Among the bears, the giant short-faced bear is second only to the dire bear in sheer size and ferocity. Other animals know to stay out of the
way of one of these beasts - its roar alone is usually enough to drive smaller carnivores from their kills, and anything that refuses to heed its
warning faces its deadly claws and teeth.
A short-faced bear is 8 feet long and 5 feet tall at the shoulder, weighing around 1,800 pounds.
COMBAT
Before entering combat proper, a short-faced bear attempts to scare off any smaller creatures with its roar. A short-faced bear attacks by
tearing at opponents with its claws.
Dire (Ex): A short-faced bear is considered to be a dire animal for the purposes of saving throws.
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Ferocity (Ex): A short-faced bear is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Frightful Roar(Ex): As a standard action, a short-faced bear can give a mighty roar. All creatures within 30 feet of the roaring bear must make a
DC 21 Will save or be frightened for 1 round and shaken for 1d4 rounds after that. On a successful save, the creature is merely shaken for one
round. The save DC is Constitution-based.
Skills: *A short-faced bear has a +4 racial bonus on Survival checks when tracking by scent.
BrachiosaurusColossal Animal
Hit Dice: 28d8+282 (408 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-8 size, -2 Dex, +15 natural), touch 0, flat-footed 15
Base Attack/Grapple: +21/+52
Attack: Stamp +28 melee (5d8+15/19-20)
Full Attack: 2 stamps +28 melee (5d8+15/19-20)
Space/Reach: 50 ft./40 ft.
Special Attacks: Trample 10d8+22
Special Qualities: Damage reduction 6/- (from Damage Reduction feats), low-light vision, scent
Saves: Fort +27, Ref +14, Will +13
Abilities: Str 40, Dex 7, Con 29, Int 1, Wis 14, Cha 12
Skills: Listen +15, Spot +27Feats: Alertness, Damage Reduction (x2), Diehard, Endurance, Epic Toughness, Great Fortitude, Improved Critical (stamp), Iron Will, Skill Focus
(Spot)
Environment: Warm and temperate forests and hills
Organization: Solitary, pair or pod (5-20)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 29-56 HD (Colossal); 57-84 HD (Colossal+)
Level Adjustment: -
This incredibly tall quadruped has a huge, almost erect neck, a short tail, a very broad chest, thin legs and a short head with a flat snout and a
high crest.
Although the Seismosaurus might be longer and heavier, the brachiosaurus is the tallest of all the dinosaurs. The largest specimens (such as the
sauroposeidon) reach Colossal+ size.
Brachiosaurs are almost 90 feet long and nearly 50 feet tall. They are slow and clumsy by even the standards of the sauropods, but their long
legs and neck allow it to reach the tallest branches. They are herd organisms, and because of their size have no natural enemies.
COMBAT
A brachiosaurus is most likely to use its front claws for uprooting trees, but when attacked by something large enough to concern it (usually a
rival brachiosaur), it can use them to deadly effect. Against most dangers, it simply walks over them.
The stamps of a brachiosaurus are considered to be bludgeoning and slashing weapons for the purposes of overcoming damage reduction.
Trample(Ex): A brachiosaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must
make a Reflex save (DC 39 half) or take 10d8+22 damage. The save DC is Strength-based.
BrontotheriumHuge AnimalHit Dice: 13d8+68 (126 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (2 size, +9 natural), touch 8, flatfooted 17
Base Attack/Grapple: +9/+26
Attack: Gore +16 melee (2d6+13)
Full Attack: Gore +16 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge, trample 2d6+13
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Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +8, Will +7
Abilities: Str 28, Dex 10, Con 21, Int 2, Wis 12, Cha 2
Skills: Listen +11, Spot +11
Feats: Alertness, Great Fortitude, Iron Will, Power Attack, Toughness
Environment: Temperate forests and plains
Organization: Solitary or herd (28)
Challenge Rating: 8
Treasure: NoneAlignment: Always neutral
Advancement: 1426 HD (Huge)
Level Adjustment:
This massive beast vaguely resembles a rhinoceros with a forked nose horn. Its powerful body is covered with short bristly hair.
Brontotheriums (also called thunder beasts by some primitive tribes) are found on lost continents and large islands far from civilization. They
dwell in wooded primeval forests bordering broad plains where there is plenty of vegetation for these herbivores to feast upon. They generally
forage at night, in the early morning hours, or early evening hours so as to avoid the midday heat.
Herds tend to keep to themselves and are highly territorial, sometimes clashing with other herds of their kind, except on common ground
(water holes, foraging areas, and so on). When two herds meet (on any ground other than mentioned above), the males quickly charge, butting
heads and goring with their horns in an attempt to force the other herd to leave the area.
Mating season for brontotheriums occurs anytime throughout the year. A male selects a female and fighting often ensues between thembefore the mating ritual begins. Gestation lasts for 400 days after which time the female gives birth to one live young. Within one year, the
young becomes independent and no longer depends on its mother for food and protection. Maturity is reached within 10 years (15 for females)
and brontotheriums have an average lifespan of 40 years.
A brontotherium weighs two tons, is about 14 feet long, and stands eight feet tall at the shoulder. Its fur is dark brown or grayish-brown.
Combat
Brontotheriums defend their herds from hunters and predators by charging and goring foes with their massive horn. When a herd is in danger,
they charge, tearing up everything in their path and trampling any lesser creatures which stand in their way. Sometimes before charging a
brontotherium lets out a snort, growl, or roar to warn potential adversaries of its intent. If locked in combat defending the herd or young, a
brontotherium always fights to the death.
Powerful Charge(Ex): A brontotherium deals 4d6+26 points of damage when it makes a charge.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based.
CamarasaurusColossal Animal
Hit Dice: 18d8+129 (210 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 10 (-8 size, -1 Dex, +9 natural), touch 1, flat-footed 10
Base Attack/Grapple: +13/+39
Attack: Stamp +15 melee (4d6+10)
Full Attack: 2 stamps +15 melee (4d6+10)
Space/Reach: 40 ft./30 ft.
Special Attacks: Trample 6d6+15
Special Qualities: Low-light vision, scent
Saves: Fort +20, Ref +10, Will +10
Abilities: Str 30, Dex 9, Con 24, Int 1, Wis 14, Cha 7
Skills: Listen +14, Spot +15
Feats: Alertness, Diehard, Endurance, Great Fortitude, Iron Will, Toughness
Environment: Warm forests, hills and plains
Organization: Solitary, pair or pod (6-36)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 19-54 HD (Colossal)
Level Adjustment: -
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This massive quadruped has a short box-like head atop a long neck, a stout but powerful tail and an elephantine hide.
The Camarasaurs are one of the smaller and weaker types of sauropod.
Camarasaurs, while large (around 60 feet long and 20 tons), are dwarfed by most other sauropods, and they are small enough to be targeted by
allosaur packs and other carnivorous dinosaurs. As such, they live and travel in large herds for protection. Their nearly horizontal backs and
short necks allow them to browse short trees and saplings.
COMBAT
When attacked, Camarasaurs are capable of using their powerful tails in defense, but are just as likely to run away.
The stamps of a Camarasaurus are considered to be bludgeoning and slashing weapons for the purposes of overcoming damage reduction.
Trample (Ex): A Camarasaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must
make a Reflex save (DC 29 half) or take 6d6+15 damage. The save DC is Strength based.
CamptosaurusLarge Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13Base Attack/Grapple: +2/+9
Attack: Tail slap +0 melee* (1d6+1)
Full Attack: Tail slap +0 melee* (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede
Special Qualities: Keen scent, low-light vision
Saves: Fort +6, Ref +5, Will +0
Abilities: Str 17, Dex 15, Con 17, Int 1, Wis 9, Cha 4
Skills: Jump +11, Listen +4, Spot +4
Feats: Alertness, Run
Environment: Warm and temperate forests and hills
Organization: Pair or herd (6-36)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)Level Adjustment: -
This thin bipedal creature has a long tail, and S-shaped neck attached to a long head with a parrot-like beak.
Camptosaurs are particularly stupid and skittish herbivorous dinosaurs.
A Camptosaurus is usually around 20 feet long, with about a third of that being tail. They are brightly colored, with stripes and wattles being
used by the males to attract mates. This, combined with their dull minds, might have led them to extinction if not for two things-they are quite
fast, and their sense of smell is incredibly acute. They have been known to live in herds amongst brachiosaurs or camarasaurs: the sauropods
long necks and keen eyes and the camptosaurs sensitive noses complement one another and keep the herds aware of mostdangers.
COMBAT
Camptosaurs always flee from combat, but they will lash out with their tails if cornered or knocked down.
*A Camptosaurus' tail slap is treated as a secondary attack and adds only half the Camptosaurus' Strength bonus to the damage roll.
Keen Scent(Ex): A Camptosaurus can detect creature through scent up to 60 feet away.
Stampede(Ex): A frightened herd of camptosaurs flees as a group from a perceived danger, literally running over creatures in their path. Large
or smaller creatures caught in a camptosaur stampede take 1d12 points of damage for every five camptosaurs in the herd (Reflex DC 14 halves).
The save DC is Strength-based.
Castoroides
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Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+14
Attack: Bite +9 melee (1d8+10)
Full Attack: Bite +9 melee (1d8+10)
Space/Reach: 10 ft./5 ft.Special Attacks: Natural lumberjack
Special Qualities: Cold tolerant, low-light vision, scent
Saves: Fort +7, Ref +4, Will +6
Abilities: Str 25, Dex 10, Con 17, Int 2, Wis 16, Cha 6
Skills: Craft (dambuilding) +15, Listen +7, Swim +15
Feats: Iron Will, Skill Focus (Listen)
Environment: Temperate forests
Organization: Solitary or lodge (440)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Large)
Level Adjustment:
This massive beaver is over eight feet long. Its legs are short and squat, while its tail is longer and narrower. Its long, broad teeth are easily sixinches long.
Much like their smaller kin, castoroides, also known as dire beavers, fell trees and dam up streams and rivers to form lodges. However, these
dams and lodges are on a much larger scale, and can lead to much frustration among humanoid communities that suddenly find themselves
without water.
Castoroides are over 8 feet long and weigh 130-485 pounds. Fur coloration can vary widely, but dark brown is the most common.
COMBAT
Like their lesser cousins, castoroides will generally take to the water if danger comes their way.
Cold Tolerant(Ex): A castoroides insulating fat grants it a +2 racial bonus on saving throws made against cold attacks and environmental
conditions.
Hold Breath(Ex): A castoroides can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Natural Lumberjack(Ex): A castoroides ignores the hardness of wooden objects with its bite attack.
Skills: A castoroides has a +16 racial bonus on Craft (dambuilding) checks. A castoroides 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.
CetiosaurusGargantuan Animal
Hit Dice: 15d8+78 (145 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-4 size, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple: +11/+30
Attack: Tail slam +14 melee (2d8+10)
Full Attack: Tail slam +14 melee (2d8+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +11, Will +9
Abilities: Str 24, Dex 11, Con 20, Int 1, Wis 15, Cha 10
Skills: Listen +10, Spot +10, Swim +21
Feats: Alertness, Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Toughness
Environment: Warm plains and forest (islands)
Organization: Solitary or pair
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Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Gargantuan), 31-45 HD (Colossal)
Level Adjustment: -
This massive quadruped has a powerful tail, a long neck, and a sloping back.
Cetiosaurs are a species of primitive sauropods that live on beaches and islands.
A Cetiosaurus is about 50 feet long and 55,000 pounds, small for a sauropod. They are beachcombers, and their small size might be indicative of
a less nourishing diet or reduced risk of predation. They live solitary lives, and most only see other cetiosaurs to mate.
COMBAT
Cetiosaurs use their tails if threatened like their larger kin, and like them can merely crush smaller creatures in their path.
Trample (Ex): A Cetiosaurus can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled must make a
Reflex save (DC 24 half) or take 4d8+10 damage. The save DC is Strength-based.
Skills: Cetiosaurs have a +8 racial bonus on Swim checks.
CoelophysisMedium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1) and 2 claws +0 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, uncanny dodge
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Hide +9, Jump +13, Listen +6, Move Silently +9, Spot +6, Survival +6
Feats: Track (B), Weapon Finesse
Environment: Warm deserts and plainsOrganization: Solitary, pair, pack (4-7) or horde (10-100)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -
This slender biped has a long snout with jagged teeth, small clawed arms, a long tail and a small crest of feathers on the back of its head.
Coelophysis, also known as pokedesaurus, is a smaller carnivorous dinosaur, roughly equivalent to a reptilian wolf.
These creatures are usually 10 feet long, with almost half of that length being tail. They usually live in small packs, with solitary individuals
usually being outcasts or young males seeking a mate. Sometimes, though, many packs will merge into an unstoppable horde of creatures,
which eat anything in their path, including each other. After a few months of ravaging the wilderness, the horde disperses, sometimes because
of some calamity killing all of its members, but sometimes with no loss of life to any of the coelophysises. Sages are still unsure of why this
happens, as there is no obvious environmental trigger.
COMBAT
Coelophysises attack prey from ambush, knocking it down and nipping at its prone form. They shy away from any prey larger than themselves,
and will not attack humans unless starved (or in a horde).
Trip (Ex): A coelophysis that hits with a bite attack may immediately make a trip attempt (+1 check modifier) as a free action without provoking
an attack of opportunity. If the attempt fails, the opponent cannot react to trip the coelophysis.
Skills: A coelophysis has a +4 racial bonus on Hide, Listen, Move Silently, Spot and Survival checks.
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DacentrurusHuge Animal
Hit Dice: 9d8+54 (94 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-2 size, -1 Dex, +10 natural),, touch 7, flat-footed 17
Base Attack/Grapple: +6/+24
Attack: Tail spike +17 melee (3d6+15/19-20/x4)
Full Attack: Tail spike +17 melee (3d6+15/19-20/x4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Augmented critical
Special Qualities: Fortification, low-light vision, scent, spiny defense
Saves: Fort +14, Ref +5, Will +6
Abilities: Str 31, Dex 9, Con 23, Int 1, Wis 13, Cha 4
Skills: Listen +9, Spot +9
Feats: Alertness, Great Fortitude, Iron Will, Weapon Focus (tail spike)
Environment: Warm forests
Organization: Solitary, pair or herd (4-7)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge), 19-27 HD (Gargantuan)Level Adjustment: -
This strange quadruped has a horizontal body with small bony plates on its back up to its hind legs. From this point leading down to the tail, it
has long, sharp spikes. Its head is small and horse-like, and its pebbly skin is marked with stripes.
Dacentrurus is one of the more primitive stegosaurs, whose descendants include stegosaurus and kentrosaurus.
A dacentrurus is about 15 feet long and weighs up to three tons. They are docile herbivores, browsing through jungles and scrub forests in small
herds. If provoked, however, they are deadly, lashing out with their spiked tails.
COMBAT
If threatened, a dacentrurus will assume a defensive position, always keeping its tail facing its enemies. If badly outnumbered or surrounded, it
flees, as it is both weaker and faster than its larger kin.
Augmented Critical(Ex): The spikes on the tail of a dacentrurus are keen and as sharp as picks. They threaten a critical hit on a 19-20 and dealx4 damage on a successful critical hit.
Fortification(Ex): The bony plates on the neck and shoulders of a dacentrurus help to protect its spine from injury. Any critical hit or sneak
attack made against the dacentrurus has a 10% chance of failing, dealing only normal damage.
Spiny Defense(Ex): Any creature that hits a dacentrurus in melee using a handheld or natural weapon (but not a reach weapon) must succeed
on a DC 13 Reflex save or take 1d6+6 points of damage from the creatures broad spines. The save DC is Dexterity-based.
DeinocheirusGargantuan Animal
Hit Dice: 15d8+105 (172 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 18 (-4 size, +2 Dex, +10 natural), touch 8, flat-footed 16Base Attack/Grapple: +11/+33
Attack: Claw +18 melee (1d10+10) or bite +17 melee (1d8+5) or kick +17 melee (4d6+15)
Full Attack: 2 claws +18 melee (1d10+10) and bite +15 melee (1d8+5); or kick +17 melee (4d6+15)
Space/Reach: 20 ft./15 ft.
Special Attacks: Swallow whole, trample 4d6+15 [3d6+15, 25 hp, DC27]
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +11, Will +6
Abilities: Str 30, Dex 15, Con 25, Int 2, Wis 12, Cha 4
Skills: Hide +4* [+8 in undergrowth], Jump +24, Listen +9, Spot +9, Survival +3
Feats: Alertness, Endurance, Run, Weapon Focus (claw), Multiattack, Snatch
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Environment: Warm or temperate plains and forests
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 16-24 HD (Gargantuan)
Level Adjustment:
Stalking into sight is an bizarre looking animal resembling an enormous, scaly ostrich more than three times as tall as a man, and well over forty
feet in length once its great lizard-like tail is included. Instead of an ostrich's wings, it has arms as long as an ogre is tall, with foot-long talons on
the three fingers of each hand. The head is two or three feet long, with a sharp-edged beak and an crown of ornamental plumes.
A Deinocheirus looks like a Struthiomimus of monstrous size and strength, which is basically what it is. They are remarkably fleet-footed despite
their gigantic size.
These animals have extremely powerful gizzards and are most catholic in their diet, being willing to swallow anything that looks or smells
edible. Their diet is mostly vegetation, with a supplement of much smaller animals and carrion; they have a particular fondness for breaking
open termite mounds with their claws and licking up the insects. These dinosaurs are not active hunters, but will happily snatch up and eat any
bite-sized creatures foolish enough to come within a few steps of them. Since these dinosaurs are several times larger than an average
elephant, "bite sized" can include humans. On rare occasions they will kill and eat bigger animals, such large prey are usually hapless herbivores
careless enough to annoy the Deinocheirus and too slow about getting out of its way, or a carnivorous dinosaur that mistook the "Terrible
Hand" for an easy meal.
A typical Deinocheirus is about 50 feet long and weighs up to 20000 pounds.
COMBAT
Deinocheirus are far more pugnacious than their smaller Ornithomimosaur cousins. While they usually flee attackers whose size rivals theirs,
they are not adverse to attacking threats with their terrible foreclaws and a bite. They can also unleash a tremendous kick, usually as a
precursor to a rapid departure.
Most Deinocheirus will ignore Medium or Small sized humanoids unless they provoke it by injuring the beast or intruding into its personal space
(a radius of about 60-120 feet around the animal). Some of these dinosaurs have learned to attack humanoids, either out of a taste for their
flesh or because they have been injured by them, and will go out of their way to stalk, kill and eat them. Such are fearsome opponents, they
usually charge and crush as many opponents as they can with their Trample attack, then try to use their Snatch feat to seize its humanoid
opponents in their claws and beak and swallow them.
Swallow Whole(Ex): A Deinocheirus can try to swallow a grabbed opponent of up to three sizes smaller by making a successful grapple check.
The swallowed creature takes 3d6+15 points of bludgeoning damage and 8 points of acid damage per round from the Deinocheirus' 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 thecreature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Deinocheirus' gizzard can hold 4 Medium, 16 Small, 64 Tiny or 256 Diminutive or Fine opponents.
Skills: An Deinocheirus has a +4 racial bonus on Hide checks and a +2 racial bonus on Jump, Listen, Spot, and Survival checks. *Its racial bonus
on Hide checks increases to +8 in areas of undergrowth.
DeinonychusMedium 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 (36)
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Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5 (Medium); 68 HD (Large)
Level Adjustment:
This lean, long-legged bipedal creature has wicked looking claws on its feet and a brightly colored hide that reminds you of a tropical bird. It
stands about as tall as a human, and its outstretched tail it at least twice as long as it is tall.
This fast carnivore is sometimes called a velociraptor, thought that name properly belongs to a much smaller creature.
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 12 feet.
COMBAT
A Deinonychus uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey,
leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A Deinonychus has a relatively large brain for a
dinosaur, and its pack hunts with cunning tactics.
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.
DeinosuchusHuge 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 (611)
Challenge Rating: 6
Advancement: 1424 HD (Huge)
Level Adjustment:
These huge crocodiles can grow up to 40 feet long and weigh up to 9 tons. They often prey upon large animals, such as dinosaurs.
COMBAT
Deinosuchus 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 Deinosuchus defends itself with its jaws and tail. They cannot attack the same opponent with both attacks, since these natural
weapons threaten opposite ends of the Deinosuchus.
Death Roll(Ex): A swimming Deinosuchus 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.
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Hold Breath(Ex): A Deinosuchus can hold its breath for a number of rounds equal to 4 its Constitution score before it risks drowning.
Improved Grab(Ex): To use this ability, a Deinosuchus 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.
Ripplesense (Ex): A Deinosuchus can detect disturbances in the water using vibration-sensitive pits in its scales. This functions like blindsense
(q.v.), except the Deinosuchus can only sense the location of creatures through water. It must itself be in contact with the water, and the
creatures must be moving.
Swallow Whole(Ex): A Deinosuchus 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 Deinosuchus 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 Deinosuchus gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills:A Deinosuchus 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. *Deinosuchus
gains a +4 racial bonus on Hide checks when in the water. Further, a Deinosuchus can lie in the water with only its eyes and nostrils showing,
gaining a +10 cover bonus on Hide checks.
DeinotheriumHuge Animal
Hit Dice: 13d8+78 (136 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (2 size, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +9/+38
Attack: Stamp +18 melee (2d6+11) or gore +18 melee (2d8+5)
Full Attack: 2 stamps +18 melee (2d6+11) and slam +16 melee (2d8+5); or gore +18 melee (2d8+5)
Space/Reach: 15 ft./10 ft. (5 ft. w/gore)
Special Attacks: Trample 2d8+16
Special Qualities: Dire, low-light vision, scent
Saves: Fort +14, Ref +8, Will +10
Abilities: Str 32, Dex 11, Con 23, Int 2, Wis 10, Cha 5
Skills: Listen +10, Spot +10
Feats: Alertness, Endurance, Iron Will, Multiattack, Power Attack
Environment: Temperate forestsOrganization: Solitary or herd (38)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 14-20 HD (Huge); 21-26 HD (Gargantuan)
Level Adjustment:
This massive elephant has a shorter trunk than others of its kind. Oddly, its tusks curve downward from its lower jaw.
The deinotherium, whose name means "terrible beast", is a massive relative of the elephant. Larger than the mastodon, it is surpassed only by
the largest mammoths among the proboscideans.
Deinotherium's unusual downward-curving tusks may be used to root in soil for roots and tubers, to pull down branches to snap them and
reach leaves, or to strip soft bark from tree trunks.
A deinotherium stands 12 to 16 feet tall at the shoulders and weighs between 5 and 14 tons.
COMBAT
A deinotherium will normally attack with its massive front legs, attempting to crush threats with its great strength and reach. If a foe draws
close, it rises on its hind legs and crashes down with its tusks.
Dire (Ex): A deinotherium is considered to be a dire animal for the purposes of saving throws.
Trample(Ex): Reflex half DC 27. The save DC is Strength-based.
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DilophosaurusLarge Animal
Hit Dice: 7d8+14 (45 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +8 melee (1d4+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +7, Will +4
Abilities: Str 20, Dex 15, Con 14, Int 2, Wis 15, Cha 11
Skills: Listen +11, Spot +11, Survival +6
Feats: Ability Focus (poison), Multiattack (B), Run, Track
Environment: Warm forest, plains and desert
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large), 15-21 HD (Huge)
Level Adjustment: -
This slender biped has a long neck, powerful rear legs and a long darting tail. Its most noticeable feature are its two bony frills running the
length of its skull.
Dilophosaurus are large carnivorous dinosaurs that have evolved several unusual hunting strategies.
A dilophosaurus stands about 5 feet high at the shoulder, and is nearly 20 feet long, although much of this is tail. It weighs about 1,000 pounds.
Its head is its most unusual feature; the lower jaw is unusually thin and weak for a creature of its size, and the upper jaw has a distinctive kink
near the tip of the snout, where the creatures venom glands are located. Two bone plates run along the length of the head. Dilophosaurs are
an intermediate species between ceratosaurs and coelophysises.
COMBAT
Dilophosaurus are not particularly stealthy hunters, but they do not need to be. They rely on their speed to chase down potential prey, and
rake at it with their strong hind legs. On particularly large and strong prey, they deliver a venomous bite and retreat, waiting for the poison to
take its effect before finishing off the wounded animal.
Poison(Ex): Bite, Fortitude DC 17, initial damage 1d6 Str plus permanent blindness, secondary damage 1d6 Str. The save DC is Constitution-
based.
Pounce (Ex): If a dilophosaurus charges a foe, it can make a full attack.
Spitting Dilophosaurus
A variant dilophosaurus has a retractable neck frill and is capable of spitting its venom once every 3 rounds as a ranged touch attack with a
maximum range of 10 feet.
DimetrodonLarge Animal
Hit Dice: 4d8+12 (30 hp)Initiative: +1
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6)
Space/Reach: 10 ft/5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision
Saves: Fort +7, Ref +5, Will +2
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Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +2*, Move Silently +5*, Spot +3, Swim +12
Feats: Stealthy, Weapon Focus (bite)
Environment: Warm marsh
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)Level Adjustment: ---
This bulky reptile has a short jaw packed with conical teeth and a long colorful spiny sail runs down the length of its back.
The dimetrodon is a primitive carnivorous reptile with slightly mammalian features. Though not actually a dinosaur, it is commonly associated
with the same era from which such beasts came.
Dimetrodons average 10 feet in length and about 1 ton in weight. They live in marshes, where they hunt large amphibians and other reptiles.
They are competent swimmers, but are slow in the water and swim only to move from one patch of dry land to another.
COMBAT
Dimetrodons attack from ambush, grabbing hold of their prey and shaking it until it dies. It avoids groups of creatures, preferring to attack ones
that are separated from their allies.
Improved Grab(Ex): To use this ability, a dimetrodon 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 establishes a hold and deals automatic bite damage each round.
Skills: *A dimetrodon gains a +4 racial bonus on all Hide and Move Silently checks made in marshes.
A dimetrodon has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim
check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
DinicthysHuge Animal (Aquatic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +3
Speed: Swim 40 ft. (12 squares)
Armor Class: 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22
Base Attack/Grapple: +7/+23Attack: Bite +13 melee (3d6+12)
Full Attack: Bite +13 melee (3d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Augmented critical, improved grab, swallow whole, vortex maw
Special Qualities: Low-light vision
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 26, Dex 8, Con 21, Int 1, Wis 14, Cha 2
Skills: Move Silently +9, Spot +8, Swim +16
Feats: Endurance, Improved Initiative, Power Attack, Skill Focus (Move Silently)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: -
This massive fish is entirely covered with huge bony plates, which extend over its jaws to form a horny beak.
The dinicthys is a fish out of history, one whose species is only slightly younger than the evolution of jaws.
A dinicthys is around 30 feet long, but they grow throughout their lives, resulting in some frightfully huge specimens. Although driven into
extinction in most areas by the faster and keener-sensed sharks, dinicthys thrive in warm coastal waters. They are capable of living in much
shallower water than sharks even of smaller sizes, and feed on fish and animals venturing into their territories- including humanoids.
COMBAT
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In combat, a dinicthys grabs an unsuspecting prey item and either swallows it or rips it into bloody chunks. Its bite is as powerful as that of a
tyrannosaurus, and can shear through steel.
Augmented Critical(Ex): A dinicthys' bite threatens a critical hit on a natural attack roll of 1820, dealing triple damage on a successful critical
hit.
Improved Grab(Ex): In order to use this ability, a dinicthys must hit with a bite attack. If it hits, it can make a grapple check as a free action
without provoking an attack of opportunity. If it gets a hold, it deals automatic bite damage each round and can swallow its opponent whole.
Swallow Whole(Ex): By making a successful grapple check, a dinicthys may swallow a held foe at least one size smaller than itself whole. Once
swallowed, a victim takes 2d8+8 points of bludgeoning damage plus 8 acid damage every round until it escapes or dies. A successful grapple
check allows the creature to climb out of the stomach and into the dinicthysmouth, where another grapple check is required to get free.
Alternatively, the swallowed creature can escape by cutting its way out with either claws or a light slashing or piecing weapon. Dealing at least
30 points of damage (AC 13) in this fashion allows the creature to escape. Once a single swallowed creature exits, muscular action closes the
whole; another swallowed creature must cut its way out as well.
A dinicthysstomach can hold 2 Medium-sized, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures.
Vortex Maw(Ex): A dinicthys can open its mouth so quickly that it creates a powerful suction. All creatures within a 30-foot cone must make
Strength checks opposed by the dinicthys' Strength check (+16 for a standard dinicthys), with the same modifiers as a bull rush. If the dinicthys
beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a
victim's check result, the dinicthys pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved.
Skills: A dinicthys has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
DiprotodonLarge Animal
Hit Dice: 9d8+36 (76 hp)
Initiative: +0
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flatfooted 14
Base Attack/Grapple: +6/+18
Attack: Gore +13 melee (1d8+8)
Full Attack: Gore +13 melee (1d8+8) and 2 claws +8 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample 2d6+12
Special Qualities: Low-light vision, scentSaves: Fort +10, Ref +6, Will +6
Abilities: Str 27, Dex 10, Con 18, Int 2, Wis 13, Cha 11
Skills: Listen +9, Spot +9
Feats: Alertness, Improved Natural Attack (claw), Iron Will, Run
Environment: Warm deserts
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 12-18 HD (Large); 19-27 HD (Huge)
Level Adjustment:
This hippopotamus-sized beast is covered with short, grizzled fur. Its thick legs end in massive digging claws, and two large tusks project
horizontally from its lower jaw. It shakes its head threateningly and prepares to charge.
A diprotodon is a giant relative of the wombat, an herbivorous, powerfully built marsupial.
Diprotodons are built to graze dry grasses and other tough desert vegetation. Their powerful teeth grind the fibrous plant matter to a fine pulp,
and their digestive systems slowly process the food, extracting every drop of water and scrap of nourishment. Their powerful legs and claws are
built for digging, and a diprotodons habitat is easy to identify from the large entrances to its nesting burrow.
Combat
Although mild mannered in general, a diprotodon is intensely territorial and does not hesitate to stamp an intruder into the ground. A
diprotodon can move as quickly as a camel, despite its lumbering appearance, and when it charges, it often catches opponents off guard.
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Trample (Ex): Reflex half DC 22. The save DC is Strength-based.
DoedicurusLarge Animal
Hit Dice: 10d8+33 (72 hp)
Initiative:1
Speed: 20 ft. (4 squares), burrow 5 ft.
Armor Class: 18 (1 size,1 Dex, +10 natural), touch 8,
flat-footed 18
Base Attack/Grapple: +7/+16
Attack: Tail +11 melee (2d6+5/3)
Full Attack: Tail +11 melee (2d6+5/3) and bite +6 melee
(1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, trample
Special Qualities: Damage reduction 5/piercing, lowlight
vision
Saving Throws: Fort +10, Ref +6, Will +8
Abilities: Str 20, Dex 8, Con 17, Int 2, Wis 12, Cha 7
Skills: Listen +8, Spot +8, Swim +8
Feats: Alertness, Improved Natural Attack (tail), Power
Attack, Toughness
Environment: Cold plainsOrganization: Solitary, pair, colony (34), or herd (620)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 1115 HD (Large); 1630 HD (Huge)
Level Adjustment:
This odd creature is the size of a draft horse, but its body is low to the ground and covered by a thick armor of leathery bands. A tail ending in a
heavy spiked club of bone trails behind its dome-shaped body.
Doedicurus is an enormous armadillo-like creatureif an armadillo were the size of a small wagon. It has a short snout and powerful jaws, with