Icarosaurus
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +6 melee (1d4-4)
Full Attack: Bite +6 melee (1d4-4)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: —----
Special Qualities: Low-light vision, Glide
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 3, Dex 21, Con 10, Int 1, Wis 14, Cha 2
Skills: Balance +11, Hide +14, Listen +4, Move Silently +6, Spot +4, Jump +10*
Feats: Stealthy, Weapon Finesse (Bite)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 1/6
Advancement: —----
Level Adjustment: ----—
A small, green lizard can be seen in the branches above. Startled, it spreads small wings and glides to a higher spot, a few trees over.
Icarosaurs (Icarus Lizard) are tiny lizards with elongated ribs that act as wings. These creatures are generally no different from ordinary lizards, except for the fact that they can glide away from enemies. They are a favored prey of Coelophysis.
Combat
Icarosauruses never attack other creatures. When attacked, they glide to higher areas.
Glide (Ex): An Icarosaurus use its wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent, with average maneuverability.
Feats: Like all tiny lizards, an Icarosaurus gains Weapon Finesse as a bonus feat.
Skills: Icarosauruses have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Icarosauruses gain a +10 bonus to jump checks, thanks to its wings. They use their dexterity modifier for both jump and climb checks.
Icarosaurs as Familiars
Icarosaurs can be used as familiars by Wizards without the Improved Familiar feat. They grant their masters a +3 bonus to jump.
Diplodocus Calf
Tiny Animal
Hit Die: 1d8-1 (3)
Initiative: +3
Speed: 10 ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat footed 12
Base Attack/Grapple: +0/-10
Attack: Tail slap -2 melee (1d6-2)
Full Attack: Tail slap -2 melee (1d6-2)
Space/Reach: 2 ˝ ft./0 ft.
Special Attacks: -----
Special Qualities: lowlight vision, scent
Saves: Fort +2, Dex +5, Wis -2
Abilities: Str 6, Dex 16, Con 8, Int 1, Wis 6, Cha 4
Skills: Listen +3, Spot +2
Feats: Alertness
Environment: Temperate Plains
Organization: Hatchling Run (800-5,000 Diplodocus Calves), Hiding Herd (3-6 Diplodocus Calves), or Solitary
Challenge Rating: 1/3
Advancement: By age (see Young Diplodocus from Dungeon Magazine #142, and Diplodocus from Dragon #318)
Level Adjustment: -----
A huge group of small infant dinosaurs are running through the forests. Predators are picking them off one-by-one, but they continue to run in unison.
Diplodocuses try to lay their eggs on the same day, so that their eggs will hatch together. Diplodocuses lay their eggs in semi-protected areas and then leave, never to see them again. This might seem cruel and coldhearted, but the Diplodocus' huge mass and lack of bodily control would probably do more damage than good if they stayed. Diplodocus calves start to run towards the forest as soon as they hatch. Predators love the day this occurs, because huge defenseless swarms wander with no chance of survival against attacks. Their sheer numbers make it impossible for predators to eat them all (the average female Diplodocus lays 3,000 to 5,000 eggs a season), thus ensuring at least a few make it to the forests. They stay there for a few years, in small groups or alone, until they reach their young adult size. They then go into the plains to join herds of other Diplodocuses.
Combat
Diplodocus calves do not enter combat. They run away, and hope to survive.
These statistics can be used for infant Seismosaurs and other long-necked quadrupeds.
Tyrannosaur Chick
Small Animal
Hit Die: 1d8+1 (5 hp)
Initiative: +4
Speed: 15 ft.
Armor Class: 15 (+1 size +4 Dex), touch 14, flat footed 11
Base Attack/Grapple: +0/-5
Attack: Bite -1 melee (1d4-1 damage)
Full Attack: Bite -1 melee (1d4-1 damage)
Space/Reach: 2 ˝ ft./0 ft.
Special Attacks: -----
Special Qualities: lowlight vision, scent
Saves: Fort +3, Ref +6, Will -1
Abilities: Str 8, Dex 18, Con 13, Int 1, Wis 9, Cha 4
Skills: Listen +4, Spot +5
Feats: Alertness
Environment: Warm Plains
Organization: Family (1 Tyrannosaurus-rex plus 1d4 chicks)
Challenge Rating: ˝
Treasure: None
Alignment: Always True Neutral
Advancement: By age (see Tyrannosaurus-rex)
Level Adjustment: -----
A small tyrannosaur is playing with its siblings. They seem to be play fighting, obviously preparing for when they grow larger.
Tyrannosaur eggs hatch around three months after being laid. When they come out, they are about three feet in length, and weigh five to eight pounds. They are defenseless, having not developed their natural armor or the bone crushing potential of their jaws. Predators are at every corner. Herbivores that encounter them try to crush them before they are able to reach adult age, so they have less to worry about in the future. They are like meatballs with legs to hungry predators such as Quetzalcoatlus and other Tyrannosaurs. Luckily, for the first few weeks of their life, their mother protects them (the father isn’t involved with the chicks, as males are either driven off or eaten by the larger and more dominant female after mating). Even this protection does not last, though. After the first few weeks, the Tyrannosaurs lose their motherly instincts and may even eat her young. For every clutch of 3-4 eggs, about one or two survive to adulthood.
Combat
Tyrannosaur chicks only fight their siblings, completely relying on their mother to hunt for food. These fights are usually playful, practicing for when they are larger and must fend for themselves. There is one exception to this rule, however: when there is a runt, the other siblings tend to kill it, and feast on its flesh.
Skills: Tyrannosaurs have a +2 bonus to Listen and Spot checks.
These statistics can also be used for Allosaurs, Ceratosaurs, and other large carnivorous theropods.