Hyaenasaurus Osseophagus Boneeater

Hyaenasaurus osseophagus

Huge Animal

Hit Dice:

18d10+90 (189 hp)

Initiative:

+0

Speed:

40 ft.

AC:

14 (-2 size, +6 natural)

Attacks:

Bite +22 melee, 2 claws +8 melee

Damage:

Bite 8d8+10, claws 1d6

Face/Reach:

10 ft. by 10 ft./15 ft.

Special Attacks:

Armor nullification, improved grab, swal-

low whole

Special Qualities:

Resistance to poison, roar, scent

Saves:

Fort +16, Ref +11, Will +10

Abilities:

Str 30, Dex 10, Con 20,

Int 8, Wis 16, Cha 10

Skills:

Listen +11, Spot +11

Climate/Terrain:

Warm forest, hills, desert, plains, marsh

Organization:

Solitary or family (2 adults and 0-2 young)

Challenge Rating:

8

Treasure:

Standard

Alignment:

Lawful evil

Advancement:

19-36 HD (Gargantuan),

37-54 HD (Colossal)

Hyaenasaurus osseophagus, the "bone-eating hyena lizard," is a tyrannosaur about the same size as T-rex, but stockier and more specialized. The forearms are more muscular, while the jaw muscles seem grotesquely overdeveloped, being thick and swelling, while the snout is short and thick. Its lifestyle reflects this, and the fact that Hyaenasaurus can live in almost any environment shows that this lifestyle is a successful one. The dinosaur is brick red above and golden below.

SOCIETY

Hyaenasaurus is both a scavenger and a specialized hunter, with its powerful jaws designed for both roles. As well as crunching bones, they are also designed to bite through the heavy armor of dinosaurs like the ankylosaurs, making H. osseophagus one of their few predators. It also likes to shadow other, lesser predators and steal their kills, using its size for intimidation purposes. The trick only works in environments where prey is abundant, however; if it's a choice of fight or starve, any predator will fight. In nearly all respects, family life and society for this dinosaur is the same as for its more famous relative.

COMBAT

Hyaenasaurus osseophagus fights with its powerful jaws and stronger-than-usual forearms. It also has a number of special attacks and other advantages.

Aublysodon

Armor Nullification (Ex): Because its jaws are so powerful as to resemble nutcrackers, the armor bonus of any armor worn by the target of a bite attack is halved. Indeed, these jaws are so powerful that they have already been used to crack open Union ironclad armor, with disastrous effects for the users.

Improved Grab (Ex): Hyaenasaurus may, if it hits a Medium-size or smaller opponent with its bite attack, grab it and attempt to swallow it whole.

Swallow Whole (Ex): Hyaenasaurus can swallow whole any Medium-size or smaller creature with a successful grapple check. Swallowed creatures take 2d8+8 points of crushing damage plus 8 points of acid damage per round. A swallowed creature may cut itself out by using Small or Tiny slashing weapons to deal 25 points of damage to the tyrannosaur's innards (AC 20).

Resistance to Poison (Ex): Because it consumes so many rotting carcasses that are toxic to other scavengers, Hyaenasaurus has evolved a cast-iron stomach and a system that is immune or partially immune to poisons. Every time this creature is hit with a poison-based attack, it will take only half damage, or none at all if it makes its saving throw. If the poison causes nausea, sleep, or other effects, then those conditions will only last for half as long as they usually do, assuming a failed save. This makes Hyaenasaurus the bane of those hunters who get their prey with poisoned baits or by poisoning water holes; it is unaffected itself, and it often comes to eat the carcasses of those animals that are killed by the poison, thus ruining their valuable hides.

BYPRODUCTS

A full set of teeth and claws from a hyaenasaur will sell for $600. Note that because the teeth are stout and pointed, but not edged, they can only be used to make punching daggers. The intact hide is worth $3,600, and can be used to make two suits of good Medium-size armor, or four if the animal is killed without damaging the hide (an especially difficult proposition due to its immunity to poison). Hyaenasaur hide armor gives a +5 armor bonus, max Dex bonus of +4, armor check penalty of -2, and has a weight of 30 pounds. In addition, some parts of the dinosaur are sold for (alleged) medicinal purposes: the jaw muscles (strength) for $3,000, plus the tongue and liver (poison antidote) for $600 and $400 respectively. $300 is the bidding price for an egg of one of these monsters, if you can manage to swing it. The Confederate military is particularly eager to pay this price, as the powerful jaws of these carnosaurs are an obvious remedy to the armor of Union ironclads.

HYPSILOPHODON CERVESAURUS ("DEER LIZARD")

Hypsilophodon cervesaurus

Medium-Size Animal

Hit Dice:

2d10+4 (15 hp)

Initiative:

+2 (Dex)

Speed:

50 ft., climb 40 ft.

AC:

16 (+2 Dex, +4 natural)

Attacks:

Bite +5 melee

Damage:

Bite 1d10+5

Face/Reach:

5 ft. by 5 ft./5 ft.

Special Attacks:

Charge and gore

Saves:

Fort +5, Ref +4, Will +2

Abilities:

Str 16, Dex 14, Con 15,

Int 5, Wis 13, Cha 8

Skills:

Climb +10, Listen +8, Spot +8

Climate/Terrain:

Forest, mountains, desert, plains, marsh

Organization:

Herd (8-32)

Challenge Rating:

1

Treasure:

None

Alignment:

Lawful neutral

Advancement:

3-4 HD (Medium), 6-7 HD (Large)

Hypsilophodon cervesaurus, the "deer lizard," is a descendant of the small dinosaurian herbivore Hypsilophodon. The main differences are twofold. First, this version has a pair of sharply-pointed foot-long horns on its head. Second, it is roughly 8 feet in length - nearly half of it tail - rather than the one-yard length of the original version. This light browser and grazer can eat virtually any type of plant material because of its comparatively massive parrot-like beak. As a result, subspecies can and do live in just about every terrestrial habitat in Storm Valley: mountains, hills, forests and jungles, deserts, plains, and marshes. It is also one of the most common small prey animals in Storm Valley, eaten by everything from small carnosaurs to raptors, crocodiles, giant snakes, large pterosaurs, and now humans.

SOCIETY

These gentle grazers dwell in sizeable herds, which are invariably led by a male. Although both males and females have horns, the males are still easily distinguishable by means of the blood-red dewlap extending from their throats. (The rest of the animal is a mottled brown and white, with the beak being a bright orange.) During the breeding season, the males compete for the attentions of the females by gulping in air and extending their dewlaps, balloon-like, with the largest display netting the owner first choice among the females. The second largest has second choice, and so on down the line. These creatures are exemplary parents, the entire herd providing communal defense for everyone's young.

COMBAT

H. cervesaurus fights by biting with its powerful beak. However, it does have another means of defense.

Charge and Gore (Ex): Instead of biting, the dinosaur can stand off at a distance and then charge its enemy with its short horns. The horns attack at +5 and inflict 1d8+5 points of damage, which is doubled if the creature moves at least 50 ft. prior to impact. The horns cannot be used except in this manner.

BYPRODUCTS

The flesh of these little dinosaurs is a pleasant tasting meat much sought-after in frontier towns and major urban centers alike, but not particularly valuable because it is so common. The gaudy and horned heads make small but interesting trophies.

Broncosaurus Rex Forts

HYPSILOPHODON LEMMO ("LIZARD LEMMING")

Hit Dice: Initiative: Speed: AC:

Attacks:

Damage:

Face/Reach:

Special Attacks:

Special Qualities:

Saves:

Abilities:

Skills:

Hypsilophodon lemmo Tiny Animal

25 ft., climb 15 ft. 14 (+2 size, +2 Dex) Bite +4 melee 1d6-4

See below

Scent

Fort +2, Ref +4, Will +1 Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2

Hide +16, Listen +7, Spot +8, Infuriate Characters +100 (heh heh)

Climate/Terrain:

Organization:

Challenge Rating:

Treasure:

Alignment:

Advancement:

Any warm land Swarm (100-10,000) 1/4 None

Always neutral

Hypsilophodon lemmo is literally the lemming equivalent of the hypsilophodont family. These small animals roam about in the dozens or hundreds, sometimes in the thousands, providing a free feast for most Small and Medium-sized predators in the area. Not much more than a foot in length, these tiny dinosaurs are a brownish-green in color.

SOCIETY

H. lemmo usually lives in colonies of at least a hundred or more. They migrate when low food supplies, bad weather, predators, or a natural catastrophe (such as an earthquake or a forest fire) makes the current neighborhood unhealthy. At least once a year, many colonies set out at roughly the same time on a great migration, coming together in vast swarms by the thousands, just like their mammalian counterparts on Earth. These little creatures let nothing but death itself stop them, going over, under, around, or through any obstacles. On these occasions, predators in the vicinity have a feast to remember.

COMBAT

Hypsilophodon lemmo fights by means of its horny beak, which can devour any plant matter. In fact, this beak is as powerful as a wire cutter or similar tool, and can bite through any substance, save for stone and the harder forms of plastic. This makes these little creatures a serious pest and plague to any adventuring party, for they will blunder right through a campsite in their hundreds or thousands, and if they get the least little bit excited, they will bite anything and everything in their way.

Fortunately, their beaks are too small to do much damage to humans, but their potential damage to possessions makes them a serious threat, and their swarming tactics frequently result in the severing of tool and weapon handles, gun barrels, triggers and trigger guards, bows, arrows, spears, rope, poles and tent pegs (even metal ones), sword and dagger blades, whips, crowbars, the handles of cooking implements, belts, and harness straps, not to mention the tearing of clothing, blankets, tents, sleeping bags, backpacks, sacks, holsters, scabbards and quivers, saddle straps, and even some types of armor (including flak jackets, hermetic suits, riot gear, reflective armor, unactivated energy shields, and vacuum suits).

Hungry lemmos will even gnaw at larger items made of wood, such as furniture, crates, shields, and gun stocks. Thus, an invasion of the party's campsite by a horde of these creatures, which can occur at any time of the day or night, can be a major catastrophe for a group relying largely on its gear. If the GM wants to hit the party with an encounter designed to severely weaken it before the climax of the adventure, but not one that grants them huge numbers of experience points, a "dinosaur lemming swarm" is the way to go.

BYPRODUCTS

The flesh of these little animals is delicious, and were they not such a nuisance to keep, they would even now be raised in a number of communities as food items and pets.

IGUANODONTS ("SWORD WARRIORS," "BLADE GRAZERS")

Iguanodon cultercheirus cutelluscheirus Iguanodon gladiusnychus Iguanodon saxnychus Shamshiriguanodon cretasus Huge Animals 10d10+40 (90 hp) +1 (Dex) 40 ft.

See below

See below

None

Parry, Scent

Fort +10, Ref +8, Will +5 Str 25, Dex 12, Con 18, Int 9, Wis 14, Cha 15 Listen +15, Spot +15

Hit Dice: Initiative: Speed: AC:

Attacks:

Damage:

Face/Reach:

Special Attacks:

Special Qualities:

Saves:

Abilities:

Skills:

were discovered by the Gautier brothers, and herds representing all four species inhabited the area where they concentrated their explorations. Nearly all of what we know about these dinosaurs comes from the studies of Bertrand Gautier.

SOCIETY

From the start, it was obvious that these Iguanodon descendants had evolved the simple thumb spike defense into a form of combat very similar to human fencing. This played oddly in the mind of Dumas fan Bertrand Gautier. The first species he discovered and studied was Iguanodon saxnychus; subsequently, he found that the other iguanodonts behaved quite similarly. Herd defense is the responsibility of the males, and the herd Gautier studied had as the backbone of its defense a trio of large males he promptly nicknamed "Athos," "Porthos," and "Aramas." A lone male from some defunct herd showed up during the course of the study, and was allowed into the herd after successfully defeating several of the other males in ritual fencing. It was inevitable that Bertrand Gautier would nickname this one "D'Artangan." In everyday life, the herd was

Climate/Terrain:

Organization:

Challenge Rating:

Treasure:

Alignment:

Advancement:

Warm forest and marsh Herd (25-50) 6

None

Lawful neutral 11-16 HD (Gargantuan)

The advanced iguanodonts of Storm Valley are alike in size and social habits, but are fairly similar in combat ability, so that they are all covered together. Aside from increased intelligence, their main point of difference is the improved armaments each sports. The thumb spikes of their ancestors have evolved considerably, as follows:

• Iguanodon cultercheirus cutelluscheirus means "knife-handed and small knife-handed iguana tooth." Its thumb spikes consist of a short spike on the left hand and a 5-6 ft. long straight blade on the right.

• Gladiusnychus means "gladius-clawed" (the gladius was the short sword used by the Roman legionaries). I. gladiusnychus has a pair of thumb spikes a foot and a half in length.

• Saxnychus means "sax-clawed" (the sax was a long sword which gave its name to the Saxons). I. saxnychus has a pair of straight blades up to 6 feet in length.

• Shamshiriguanodon cretasus means "Cretasus shamshir iguana tooth" (the shamshir was the old Persian name for a curved sword, and the root of our "scimitar"). Shamshiriguanodon has slightly curved blades of the same length.

Shamshiriguanodon was encountered first, by the initial Union exploring party under Jerrold Connors. The others

led by an elderly alpha male and female who were promptly dubbed "King Louis" and "Queen Anne." The herd's primary enemies consisted of a pack of Dolichobrachios ferox (see above), and no one who has read thus far will be surprised to learn that the alpha male and female of that pack were nicknamed "Cardinal Richelieu" and "Lady de Winter."

The herds of these iguanodonts are tightly disciplined at all times, and the occasions when any animal wanders off - even the very young - are few, indeed. Within the herd, the oldest male and his mate are the leaders at all times, save in combat, when the defense of the herd is given over to a small knot of vigorous males in the prime of life. A relatively weak enemy or threat is dealt with solely by them; a strong one means that they organize and lead the entire herd into battle.

During the mating season, the males engage in fencing duels with one another over the rights to the females, and some impressive displays of swordsmanship can be observed during this period. The thrusts and slashes are made at half-strength, however, producing only light wounds that heal quickly.

At all other times of the year, the males engage in similar duels, apparently for the sheer joy of it, as well as for practice. Indeed, on those few occasions when the Confederates have made friendly contact with one of these herds, sword-armed officers and gentry were encouraged to bring their weapons and engage the iguanodont young in fencing matches to get them used to fighting non-iguanodont opponents.

COMBAT

Iguanodon cultercheirus cutelluscheirus fights in a manner reminiscent of the rapier-and-dagger fighting of Renaissance times. The three other species fight with two blades of the same size, using both with equal skill. Their attack stats are:

• I. cultercheirus cutelluscheirus: attack thumb blade +10 melee, thumb spike +3 melee; damage thumb blade 4d8+7, thumb spike 2d10+5

• I. saxnychus: attack 2 thumb blades +10 melee; damage 4d8+7

• I. gladiusnychus: attack 2 thumb blades +10 melee; damage 3d8+7

• Shamshiriguanodon: attack 2 thumb blades +10 melee; damage 5d8+8.

Parry (Ex): Any of these iguanodonts that delays its action can use one of its hand weapons, not to inflict damage, but to parry a blow about to land on it. This blow must be a slashing or piercing attack, whether from the weapons of a fellow iguanodont or the clawed hands of some carnosaur species. The parry adds the iguanodont's attack bonus to its AC for that one attack, which may cause the attacker to miss. The iguanodont cannot use that same hand weapon to attack when its initiative count comes up, but the nonparrying hand's weapon can be engaged normally. An iguan-odont may use both of its hand weapons in this manner during a single round.

LINNORMS ("WORM DINOS, "SLITHER LIZARDS")

Hit Dice: Initiative: Speed: AC:

Attacks:

Damage:

Face/Reach:

Special Attacks:

Special Qualities:

Saves:

Abilities:

Skills:

Acrocanthosaurus linnormus Huge Animal

Bite +22 melee

Bite 5d8+14

Improved grab, swallow whole

Scent

Fort +16, Ref +12, Will +8 Str 28, Dex 11, Con 19, Int 8, Wis 15, Cha 9 Hide +3, Listen +9, Spot +9

Climate/Terrain:

Organization: Challenge Rating: Treasure: Alignment: Advancement:

Hit Dice: Initiative: Speed: AC:

Attacks:

Damage:

Face/Reach:

Special Attacks:

Special Qualities:

Saves:

Abilities:

Skills:

Warm forest, hills, plains, and marsh Solitary or family (2 adults and 0-2 young) 8

Standard Neutral evil

21-30 HD (Gargantuan)

Allosaurus linnormus Huge Animal

Bite +19 melee

Bite 4d8 +12

Improved grab, swallow whole

Scent

Fort +15, Ref +12, Will +10 Str 27, Dex 13, Con 18, Int 9, Wis 18, Cha 12

Climate/Terrain:

Organization:

Challenge Rating:

Treasure:

Alignment:

Advancement:

Warm forest, hills, plains, and marsh Solitary or family (2 adults, 1-2 young) 8

Standard

Chaotic good

19-24 HD (Gargantuan)

Carcharodontosaurus linnormus

Ceratosaurus linnormus

Huge Animal

Huge Animal

Hit Dice:

22d10 +88 (209 hp)

17d10+51 (145 hp)

Initiative:

+1 (Dex)

+2 (Dex)

Speed:

50 ft.

40 ft.

AC:

14 (-2 size, +1 Dex, +5 natural)

14 (-2 size, +2 Dex, +5 natural)

Attacks:

Bite +23 melee

Bite +18 melee

Damage:

Bite 6d8 +14

Bite 3d8+12

Face/Reach:

20 ft. by 20 ft./30 ft.

10 ft. by 10 ft./15 ft.

Special Attacks:

Improved grab, swallow whole

Improved grab, swallow whole

Special Qualities:

Scent

Scent

Saves:

Fort +17, Ref +14, Will +8

Fort +11, Ref +8, Will +5

Abilities:

Str 29, Dex 12, Con 19,

Str 27, Dex 14, Con 17,

Int 7, Wis 12, Cha 10

Int 9, Wis 10, Cha 8

Skills:

Hide +3, Listen +10, Spot +7

Hide +5, Listen +11, Spot +11

Climate/Terrain:

Warm forest, hills, plains, and marsh

Warm forest, hills, plains, marsh

Organization:

Solitary or family (2 adults and 1-3 young)

Solitary or family (2 adults, 0-2 young)

Challenge Rating:

9

7

Treasure:

Standard

Standard

Alignment:

Neutral evil

Chaotic evil

Advancement:

23-33 HD (Gargantuan)

18-25 HD (Gargantuan)

Giganotosaurus linnormus

Gorgosaurus linnormus

Huge Animal

Huge Animal

Hit Dice:

25d10 +150 (288 hp)

15d10+60 (143 hp)

Initiative:

-2 (Dex)

+2 (Dex)

Speed:

50 ft.

60 ft.

AC:

13 (-2 size, -2 Dex, +7 natural)

14 (-2 size, +2 Dex, +4 natural)

Attacks:

Bite +26 melee

Bite +17 melee

Damage:

Bite 8d8 +15

Bite 4d8+12

Face/Reach:

15 ft. by 15 ft./20 ft.

10 ft. by 10 ft./15 ft.

Special Attacks:

Improved grab, swallow whole

Improved grab, swallow whole

Special Qualities:

Scent

Scent, roar

Saves:

Fort +22, Ref +14, Will +9

Fort +13, Ref +11, Will +9

Abilities:

Str 30, Dex 7, Con 23,

Str 26, Dex 15, Con 18,

Int 6, Wis 13, Cha 13

Int 10, Wis 18, Cha 13

Skills:

Hide +3, Listen +14, Spot +10

Hide +4, Listen +12, Spot +12

Climate/Terrain:

Organization:

Challenge Rating:

Treasure:

Alignment:

Advancement:

Warm forest, hills, plains, and marshes Solitary or family (2 adults, 0-2 young) 10

Standard Chaotic evi

26-36 HD (Gargantuan)

Warm forest, hills, desert, and plains Solitary or family (1-2 adults, 1-4 young) 7

Standard lLawful evil

16-22 HD (Gargantuan)

Kentrosaurus linnormus

Spinosaurus linnormus

Huge Animal

Huge Animal

Hit Dice:

15d10 +75 (156 hp)

21d10 +84 (200 hp)

Initiative:

+0 (Dex)

+1 (Dex)

Speed:

40 ft.

40 ft.

AC:

16 (-2 size, +8 natural)

15 (-2 size, +1 Dex, +6 natural)

Attacks:

Tail spikes +12 melee

Bite +23 melee

Damage:

Tail spikes 3d8+8

Bite 6d8+15

Face/Reach:

10 ft. by 30 ft./20 ft.

15 ft. by 30 ft./15 ft.

Special Attacks:

Pivot and swing

Improved grab, swallow whole

Special Qualities:

Scent

Scent

Saves:

Fort +13, Ref +9, Will +5

Fort +16, Ref +13, Will +9

Abilities:

Str 20, Dex 11, Con 20,

Str 31, Dex 12, Con 19,

Int 1, Wis 10, Cha 6

Int 7, Wis 14, Cha 10

Skills:

Listen +4, Spot +2

Hide +3, Listen +7, Spot +12

Climate/Terrain:

Warm forest, hills, desert, and plains

Warm forest, hills, desert, plains, and marsh

Organization:

Herd (5-10)

Solitary or family (2 adults and 1-2 young)

Challenge Rating:

7

9

Treasure:

None

Standard

Alignment:

Always neutral

Lawful neutral

Advancement:

16-22 HD (Gargantuan)

22-33 HD (Gargantuan)

Broncosaurus Rex Ironclad

Stegosaurus linnormus

Huge Animal

Hit Dice:

18d10+90 (189 hp)

Initiative:

+0 (Dex)

Speed:

40 ft.

AC:

16 (-2 size, +8 natural)

Attacks:

Tail spikes +18 melee

Damage:

Tail spikes 5d8+11

Face/Reach:

10 ft. by 30 ft./ 20 ft.

Special Attacks:

Pivot and swing

Special Qualities:

Scent

Saves:

Fort +16, Ref +11, Will +6

Abilities:

Str 24, Dex 11, Con 20,

Int 1, Wis 10, Cha 6

Skills:

Listen +4, Spot +2

Climate/Terrain:

Warm forest, hills, desert, and plains

Organization:

Herd (6-10)

Challenge Rating:

8

Treasure:

None

Alignment:

Always neutral

Advancement:

19-24 HD (Gargantuan)

The original term "linnorm" referred to a type of dragon from Norse mythology, called a lyndwyrm by other cultures. This was a wingless dragon that walked on two legs, with no forelimbs for either walking or grasping.

Various "real" dinosaur species evolved in ways that placed less and less emphasis on their forelimbs, and some eventually reached the point where their forelimbs were no longer needed at all. Most species of the big

Hit Dice: Initiative: Speed: AC:

Attacks:

Damage:

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Skills:

Tyrannosaurus linnormus Huge Animal

13 (-2 size, -2 Dex, +7 natural) Bite +25 melee Bite 6d8+15 20 ft. by 20 ft./30 ft. Improved grab, swallow whole Scent, roar

Fort +19, Ref +7, Will +15 Str 30, Dex 10, Con 23, Int 8, Wis 15, Cha 13 Hide +3, Listen +11, Spot +11

Climate/Terrain:

Organization:

Challenge Rating:

Treasure:

Alignment:

Advancement:

Warm forest, hills, and plains Solitary or family (2 adults and 0-2 young) 10

Standard Lawful evil 24-45 HD (Gargantuan)

descendant of a primitive relative of Stegosaurus, has a double row of long spines running the length of its back and tail.

Because they have no clawed forepaws to fight with, the carnivorous linnorms compensate by having enormous heads with massive jaws, far more powerful than those of the ancestral dinosaur.

SOCIETY

Carnivore and herbivore alike, all linnorms are solitary creatures for much of the time, dwelling at most in small herds or family groups. As much as possible, their behavior is similar to that of their ancestral dinosaurs.

COMBAT

The stegosaurs are grazers, of course, but the rest of the lin-norms are carnivores. Most creatures run for their lives when they see these massive monsters coming. Therefore, linnorms have learned to make the most of whatever cover is in their neighborhood, be it a hill or a thick stand of trees, preferably beside a watering place or game trail, carnosaurs have useless fore limbs, and the stegosaurs are on the way there. In Storm Valley, all these animals have linnorm variants, with their forelimbs nonexistent and their two hind legs placed further along the torso so as to be in the exact center of the body, thus being in the center of gravity. They move through an undulating, snake-like motion regulated by the two limbs. If a linnorm of any species falls on its side, it will heave itself up to a sitting position in one round and stand up again in the next.

The lengths of these various beasts are as follows: Acrocanthosaurus linnormus: 60 feet Allosaurus linnormus: 50 feet Carcharodontosaurus linnormus: 70 feet Ceratosaurus linnormus: 40 feet Giganotosaurus linnormus: 65 feet Gorgosaurus linnormus: 45 feet Kentrosaurus linnormus: 40 feet Spinosaurus linnormus: 75 feet Stegosaurus linnormus: 60 feet Tyrannosaurus linnormus: 65 feet The spinosaur variant has a 6 foot tall sail running the length of its back, while the acrocanthosaur one has a foot-tall sail on the same spot. Kentrosaurus linnormus,

Crippled Stegosaurus

where they wait for potential prey to walk by. When it does, the carnivorous linnorm will be upon it in a single stride, taking a massive bite out of the victim which, if it does not kill it outright, will severely cripple it, making it incapable of running away. Once that is done, the hapless prey must fight to the death to the best of its ability. Predatory linnorms will also eat carrion, of course, and they often make use of their gigantic size to drive lesser carnivores, or even a pack of them, from their kills.

The carnivores among the linnorm group fight with their powerful jaws, the stegosaurs with their spiked tails. In addition, various linnorms have other special combat qualities.

Improved Grab (Ex): A carnivorous linnorm that hits a Medium-size or smaller creature with its bite attack may grab it. It may then attempt to swallow it whole.

Swallow Whole (Ex): A carnivorous linnorm can swallow a Medium-sized or smaller creature with a successful grapple check. Swallowed creatures take 2d8+8 points of crushing damage plus 8 points of acid damage per round. A swallowed creature may cut itself out by using Small or Tiny slashing weapons to deal 25 points of damage to the linnorm's innards (AC 20).

Pivot and Swing (Ex): The two-limbed stegosaur species have a neat trick, in which they can pivot on one heel and swing about quickly for 180 degrees, so that a foe that was facing the dinosaur's head will be struck by the spiked tail. For purposes of this attack, their reach is measured to both their rear and rear. In addition, this pivot and swing attack does double damage, due to the sheer weight and momentum behind the stegosaur's movement.

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