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2011-01-22, 06:02 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
As a dino fan I must hug you
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2011-01-22, 10:21 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
I thought you might like Nothronychus. You said you wanted bizarre dinosaurs, and nothing gets more bizarre than a potbellied herbivore with claws strong enough to behead an adult human.
Unfortunately, I am too tired/lazy to finish this right now, and it will be completed tomorrow.Last edited by LOTRfan; 2011-01-22 at 10:21 PM.
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2011-01-24, 09:14 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
If you want to something a bit more unusual, I've got an idea for some more esoteric dinosaurs for you, LOTRfan.
What about these fellas?
Spoiler
Bulbasaur, Ivysaur, Venusaur
I'm thinking they'd be magical beasts, sizes Tiny, Small and Huge, respectively. Pretty tough, probably some kind of obscene reach from their vine whip attacks...Last edited by Blynkibrax; 2011-01-25 at 10:28 AM.
Ut Abyssus per orbis terrarum.
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2011-01-25, 10:35 AM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
I could see them as magical beasts, but, unfortunately, I have never really watched/played anything dealing with pokemon, so I am not qualified to homebrew them. Sorry.
Nothronychus is done. Very interesting indeed, because this was the first bird-like dinosaur discovered to be a herbivore.
Up next: Pachycephalosaurus!Extended Homebrew Signature
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2011-01-26, 03:44 AM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
brutal head mashin' fury time
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2011-01-26, 03:00 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Spoiler
Dracorex
Large Animal
Hit Dice: 6d8+30 (57 hp)
Initiative: +5
Speed: 50 ft.
Armor Class: 18 (+8 natural, +1 Dexterity, -1 size), touch 11, flatfooted 17
Base Attack/Grapple: +4/+15
Attack: Headbutt +11 melee (1d8+7 damage)
Full Attack: Headbutt +11 melee (1d8+7 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful Charge, Frightful Presence
Special Qualities: Lowlight vision, scent
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 24, Dex 13, Con 21, Int 1, Wis 11, Cha 13
Skills: Spot +9
Feats: Improved Initiative, Weapon Focus (Headbutt),
Environment: Warm Deserts
Organization: Solitary, Pair, or Pack (4-6)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large); 13-18 HD (Gargantuan)
Level Adjustment: -----
A sleek, tan biped walks across the dunes. Its head is surrounded by a crown of horns, and the head itself seems to be a thick layer of bone.
Dracorexes are large creatures who look similarly to to Pachycephalosaurs, to whom they are closely related. Unlike their slightly tougher cousins, Dracorexes live in warm plains. They feast off the undergrowth of various plants, wandering from place to place. Dracorexes are particularly terrifying in combat, where their hard bony heads can shatter bones with ease.
Combat
Dracorex charge first, hoping to break the bones of their enemies and disable them. They work together against larger predators. They take special care not to harm their bony skulls, and flee if required.
Power Charge: A Dracorex typically begins a battle by charging at an opponent, lowering its head to bring its bony skull into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single headbutt attack with a +11 attack bonus that deals 2d8+14 points of damage.
Frightful Presence (Ex): When a Dracorex charges at its foe, it does so with such terrifying efficiency that all creatures within 30 ft. must make a will save (DC 14), or be shaken for 5d6 rounds.Last edited by LOTRfan; 2011-03-01 at 10:23 PM.
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2011-01-26, 05:20 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Pachycephalosaurus came out pretty nicely, if I do say so myself. And for a CR 4 critter, its Power Charge is extremely effective against those pesky spellcasters.
Up next is Microraptor, the tiny terror!Extended Homebrew Signature
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2011-01-26, 05:56 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Microraptor
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +10
Speed: 30 ft.
Armor Class: 17 (+6 Dex, +1 natural), touch 16, flat footed 11
Base Attack/Grapple: +0/-8
Attack: Talon +8 melee (1d3 damage)
Full Attack: 2 Talons +8 melee (1d3 damage)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -----
Special Qualities: Lowlight vision, scent
Saves: Fort +2, Ref +8, Will +2
Abilities: Str 11, Dex 23, Con 10, Int 2, Wis 14, Cha 12
Skills: Hide +14, Jump +8
Feats: Improved Initiative, Weapon Finesse(B)
Environment: Warm Forests
Organization: Solitary, Pair, or Pack (3-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 1-2 HD (Tiny)
Level Adjustment: -----
A small, brightly feathered dinosaur jumps from branch to branch in the trees above. It seems to have four wings, feathers being on both the arms and legs.
Microraptors are small birds of prey that seem to almost glide through the air. Their seemingly docile appearance is a mask for the vicious little killer. Although they usually eat insects, a small group is all that is necessary to take down the average human.
Combat
Microraptors prefer to jump down onto their prey, using their minuscule talons to rip apart enemies. They generally do this only to protect their territory. For the most part, they are insectivores.
Skills: The Microraptor's wings give it a +4 bonus to jump checks.
Feats: Microraptors gain Weapon Finesse as a bonus feat.
As Familiars
Wizards and Sorcerers who want an ally that will usually be underestimated by foes often spring for the Microraptor. Microraptors give their masters a +3 bonus to hide checks.Last edited by LOTRfan; 2011-02-02 at 05:28 PM.
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2011-01-26, 11:06 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Microraptor is done. Just two of those little suckers is all it takes to take down a 1st level Wizard in the first round of combat.
Up next
Epidendrosaurus
Diminutive Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +3
Speed: 20 ft., Climb 20 ft.
Armor Class: 19 (+4 size, +3 Dex, +2 natural), touch 17, flatfooted 16
Base Attack/Grapple: +0/-11
Attack: Bite +5 melee (1d6+1 damage)
Full Attack: Bite +5 melee (1d6+1 damage)
Space/Reach: 1 ft./0 ft.
Special Attacks: -----
Special Qualities: Lowlight vision, scent
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 13, Dex 16, Con 10, Int 2, Wis 18, Cha 11
Skills: Climb +13, Listen +6, Spot +6
Feats: Alertness
Environment: Warm Forests
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: 1-2 HD (Diminutive)
Level Adjustment: -----
A small creature can be seen climbing in the branches above. What truly distinguishes this little dinosaur from the lizards surrounding it is its bright feathers and elongated third finger.
Epidendrosaurus is a small, raptor-like reptile adapted for arboreal life. It lives in the trees of the jungles, out of sight and reach of the large predators that prowl the forest floor. Epidendrosaurs have a most unusual trait, an elongated third finger used for climbing. It is twice the length of the other two fingers, but it is used as a delicate tool, and thus unusable in combat. Epidendrosaurs also have the bones of their jaws fused together, a trait also shared by Oviraptors, which allows them to bite down with the power of an animal several times larger than itself.
Combat
Epidendrosaurs rarely enter combat, as no predators can reach them and their prey are mundane insects. Still, territorial disputes do occur, and the resulting fights can become brutal as they try to kill one another with their vicious bone-crunching jaws.
As a Familiar
Epidendrosaurs are excellent familiars for wizards who are inclined to live by (or in) the massive trees in the jungles Epidendrosaurs inhabit. They grant their master a +3 bonus to Climb checks.Last edited by LOTRfan; 2011-01-29 at 08:50 AM.
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2011-01-26, 11:11 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
This may have already been said (didn't read every post) but the Dilophosaurus was not twenty feet long. Closer to ten feet.
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2011-01-26, 11:16 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Which subspecies are you talking about? The stats are modeled after Dilophosaurus wetherilli.
SpoilerLast edited by LOTRfan; 2011-01-26 at 11:16 PM.
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2011-01-26, 11:25 PM (ISO 8601)
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2011-01-26, 11:26 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Okay. Well, thanks for the input. Glad to see someone is checking to be sure the measurements are right.
Speaking of making corrections do to size,
Dire Moose, you are correct. It took me a while, but I found a size comparison comparing Zuniceratops to a human.
Spoiler
I'll change the size to medium and make adjustments accordingly.Last edited by LOTRfan; 2011-01-26 at 11:30 PM.
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2011-01-27, 09:08 AM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
I know I said Epidedosaurus was next, but I'm finally done with the revised Azuvidexus stats.
Azuvidexus, The Ravenous Maw
Gargantuan Outsider (Augmented Animal, Native)
Hit Dice: 37d8+987; Hit Points: 1,283
Initiative: +10
Speed: 150 ft. (30 squares), Fly 150 ft. (average)
Armor Class: 41 (-4 size, +1 Dex, +10 natural, +12 Insight, +12 Luck), touch 31, Flatfooted 40
Base Attack/Grapple: +27/+56
Attack: Bite +59 melee (4d6+37), or Claw +59 melee (2d8+37 damage)
Full Attack: Bite +59 melee (4d6+37), and 2 Claws +59 melee (2d8+37 damage)
Space/Reach: 20 ft./15 ft.
Special Attacks: Swallow Whole, Improved Grab, Smite Good, Spell-like abilities
Special Qualities: Scent, Lowlight vision, darkvision 60 ft., immunity to poison, resistance to acid cold electricity 10, Resistance to fire 20, Spell Resistance 52, Damage Reduction 10/epic, Fast Healing 20, deathly palor
Saves: Fort +45, Ref +40, Will +32
Abilities: Str 55, Dex 31, Con 32, Int 33, Wis 30, Cha 27
Skills: Listen +60, Spot +60, Intimidate +58, Knowledge (Local) +61, Sense Motive +28
Feats: Toughness (3), Alertness, Improved Natural Attack (Bite), Track, Improved Toughness, Run, Energy Resistance (Fire)
Epic Feats: Epic Toughness (3), Epic Speed, Epic Fortitude
Environment: The Crawling Jungle
Organization: Solitary
Challenge Rating: 34
Treasure: Standard
Alignment: Chaotic Evil
A gargantuan Tyrannosaurus storms out of the tainted jungle to the south. As if that wouldn’t be intimidating enough, this creature is obviously different from its lesser kin. Huge, bat-like wings unfurl from its back, and sharp black horns extrude from its unnaturally red skin. This creature is nearly twice as large as a usual specimen.
The creature originally called Azuvidexus was once a demon lord of N’gharl, although this monster has been dead for over three hundred years. No one remembers his true form. Some say he was a very powerful Miquot Demon, while others say he was a semi-undead Spinogloth (fulfilling N’gharl’s trinity of dinosaur-like Obyriths, one for the land, sky, and sea). Whatever the case, in his original full-blood demon incarnation, he is remembered as a rival of Demogorgon who died when the Prince of Demons showed how ruthless he really was.
After his layer was pulled from the Abyss, Azuvidexus was imprisoned with the rest of its inhabitants in the “N’gharl Seed” now condensed to the size of a human head. It eventually made its way to the Material Plane, where it landed on the jungle island of the Sauric Isles. There, a starving Tyrannosaur (driven insane by a brain worm infestation), took a bite out of the seed, and released its demonic energies. The creature was overwhelmed, and it merged with Azuvidexus. Both creatures were destroyed in this merging, and a newer, larger monstrosity was made. This creature had the same basic shape of the Tyrannosaur, but with many demonic features. All of Azuvidexus’ memories were lost, and only the Tyrannosaur’s memories survived. Azuvidexus’ basic personality and intelligence was transferred in this merging however, and now this creature constantly conflicts between the natural and supernatural forces in its psyche.
Azuvidexus resents his time as an unintelligent animal, and although he does not remember why, he feels a burning desire to expand his territory as much as possible. This puts him into conflict with all nearby races, except for a select few who worship him as a god. He is at war with Demogorgorn, who he hates with a passion, although he cannot figure out why. His old allies, Dinogloth and Pterragloth, are also his enemies. They hate the reincarnated Azuvidexus, seeing him as nothing more than a shell of the true demon. Azuvidexus can be found wandering any corner of N’gharl, and most who see him don’t last long enough to talk about it.
Combat
Azuvidexus is rather straight forward in combat; it hunts animals and their fiendish variants when hungry, and attack humanoids (unless a member of his cult) on sight.
Deathly Pallor (Ex): Although he may not appear so, Azuvidexus is slowly rotting from the inside out. This is believed to be occurring because of Azuvidexus’ original, semi-undead state. Azuvidexus has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead). It is somewhere between being an Obyrith and an Undead.
Spell-like Abilities: 1/day- Desecrate, Unholy Blight (DC 22), Contagion (DC 21), Blasphemy (DC 25), Unhallow, Horrid Wilting (DC 26), Summon Monster IX (fiends and fiendish reptiles only), Destruction (DC 25). 3/day- Darkness, Poison (DC 22), Unholy Aura (DC 26). Caster Level 52nd. 3/day- Greater Dispel Magic, Haste (DC 21), See Invisibility. Caster Level 15th.
Smite Good (Su): Once per day, Azuvidexus can smite a good creature, dealing 20 points of extra damage.
Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d6+13 points of bludgeoning damage and 13 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 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.
Azuvidexus’ gizzard can hold 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller opponents.
Spout Demon (Su): The majority of the N’gharl Seed can still be found in Azuvidexus’ gullet, slowly burning his insides into an undead monstrosity. By concentrating as a full round action, Azuvidexus may actually vomit up demons. There is a 10% chance of vomiting a Balor, a 30% chance of vomiting a pack of 4d6 Dretches, a 10% chance of vomiting 1d2 Mariliths, and a 20% chance of vomiting 1d6 Miquots. These demons are not summoned, but called.
Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.Last edited by LOTRfan; 2011-01-27 at 06:31 PM.
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2011-01-28, 03:16 AM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Aw he has cute lil bat wings
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2011-01-28, 05:50 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
At this point, I have four dinosaurs left on the initial list of creatures to complete (not including Epidendrosaurus, which will be completed later today/tomorrow). Barring any more requests (which I'd still be happy to do ) between now and the completion of the final dinosaur (Kosmoceratops), that will be the end of this project (and, at that point, we will in fact have more dinosaur species done than Isla Nublar and Isla Sorna combined).
So, any requests for items/feats/dinosaurs/other monsters?Last edited by LOTRfan; 2011-01-28 at 05:50 PM.
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2011-01-29, 08:51 AM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Epidendrosaurs are done. Up next, Pyroraptor.
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2011-01-29, 09:19 AM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Pyroraptor
Small Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flatfooted 15
Base Attack/Grapple: +2/+0
Attack: Talons +6 melee (1d6+2 damage)
Full Attack: Talons +6 melee (1d6+2 damage), and 2 foreclaws +4 melee (1d2+1 damage), and bite +4 melee (1d6+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Lowlight vision, scent, slight build
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 12
Skills: Hide +23, Spot +9, Survival +13
Feats: Multiattack, Disembowel
Environment: Warm Forests
Organization: Solitary, pair, or Pack (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -----
A small pack of creatures are consuming a nearby Igaunodon. Their tan faces and red feathers are smeared with blood.
Pyroraptors are agile dromeosaurids closely related to Deinonychus and Epidendrosaurus. These extremely aggressive predators have been known to attack well-armed travelers and much larger dinosaurs alike. Unlike most dinosaurs, Pyroraptors have been known to form packs with other species of dromeosaurids. It is believed that this survival strategy is what has allowed them to prosper.
Combat
Pyroraptors tend to try to jut their prey alive, trying to end combat as soon as possible. If they find that their enemies are extremely resilient, they flee, only to return later to engage in hit and run tactics.
Pounce (Ex): If a Pyroraptor charges, it can make a full attack.
Slight Build (Ex): The physical stature of pyroraptors lets them function in many ways as if they were one size category smaller. Whenever a pyroraptor is subject to a size modifier or special size modifier for an opposed check (such as Hide), the pyroraptor is treated as one size smaller if doing so is advantageous to the character. A pyroraptor is also considered to be one size smaller when "squeezing" through a restrictive space. A pyroraptor can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a pyroraptor remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Skills: A pyroraptor has a +8 racial bonus on Hide, Spot, and Survival skills.Last edited by LOTRfan; 2011-01-29 at 11:24 PM.
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2011-01-29, 09:41 AM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Elemental Pyroraptor
Small Magical Beast (Fire, Extraplanar)
Hit Dice: 3d10+6 (22 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flatfooted 15
Base Attack/Grapple: +3/+1
Attack: Talons +7 melee (1d6+2 damage)
Full Attack: Talons +7 melee (1d6+2 damage), and 2 foreclaws +5 melee (1d2+1 damage), and bite +5 melee (1d6+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Fire Feathers
Special Qualities: Lowlight vision, scent, slight build, immunity to fire, vulnerability to cold
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 15, Dex 17, Con 15, Int 4, Wis 12, Cha 12
Skills: Hide +23, Spot +9, Survival +13
Feats: Multiattack, Disembowel
Environment: Elemental Plane of Fire
Organization: Solitary, pair, or Pack (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Usually Neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -----
A smoking, flaming feathered raptor emerges from the smoke surrounding it. It shrieks nastily, and three flaming feathers whiz buy and lodge themselves into your ally.
Elemental Pyroraptors are voracious creatures native to the burning plains of the Elemental Plain of Fire. This special breed of pyroraptor was taken by the Efreet centuries ago to be trained as attack dogs (which is where the pyroraptors got their name, fire stealer). These creatures were bred to become more intelligent and resistant to the dangers of their new home.
Fore the most part, Elemental Pyroraptors are now feral, running free in the burning flats that surround the City of Brass. It is not rare to see the occasional noble efreet with an attack raptor or two.
Combat
Elemental Pyroraptors generally fire their flaming feathers first, allowing their foes to fry for a while. After a while, they charge, slashing their prey and burning them to a crisp.
Fire Feathers (Ex): Elemental Pyroraptors are covered in feathers composed of living flame. Whenever it uses its natural attacks (or is hit by a foe with a light or natural melee weapon), the enemy takes an additional 1d6 fire damage. Three times per day, the Pyroraptor may launch a bushel of the feathers like flaming artillery, and with a successful ranged touch attack, deal 1d6 fire damage, and must succeed on a reflex save (Dc 15), or catch fire.
Pounce (Ex): If a Pyroraptor charges, it can make a full attack.
Slight Build (Ex): The physical stature of pyroraptors lets them function in many ways as if they were one size category smaller. Whenever a pyroraptor is subject to a size modifier or special size modifier for an opposed check (such as Hide), the pyroraptor is treated as one size smaller if doing so is advantageous to the character. A pyroraptor is also considered to be one size smaller when "squeezing" through a restrictive space. A pyroraptor can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a pyroraptor remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Skills: A pyroraptor has a +8 racial bonus on Hide, Spot, and Survival skills.Last edited by LOTRfan; 2011-02-01 at 05:12 PM.
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2011-01-29, 05:09 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
sweeet
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2011-02-01, 05:15 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Elemental Pyroraptors are done. Up next is Amargasaurus, speculated to have a double back sail.
I have decided that once I am done with the creatures, I'll expand the grafts a little. I already have two in mind. I want to finish this project before I move onto the Demi-Plane of Oz.Extended Homebrew Signature
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2011-02-01, 08:01 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
I know I said Amargasaurus was next, but I realized that there was no Primal Magma Paraelemental, and how could I resist? Perfect for dropping into primeval volcanoes of any campaign world.
This took me about an hour to make. This is why I love elementals, they are the easiest epic monsters to make. For more information on these beasts and their lesser kin, look at the Magma Paraelemental entry in the Planar Handbook.
Spoiler
Primal Magma Paraelemental
Colossal Elemental (Fire, Earth, Extraplanar)
Hit Dice: 64d8+854 (1,142 hp)
Initiative: +7
Speed: 20 ft.
Armor Class: 49 (+48 natural, -8 size, -1 Dex), touch 1, flatfooted 49
Base Attack/Grapple: +48/+80
Attack: Slam +58 melee (4d10+16 damage 19-20/x2)
Full Attack: 2 Slams +58 melee (4d10+16 damage 19-20/x2)
Space/Reach: 30 ft./30 ft.
Special Attacks: Burn
Special Qualities: Elemental Traits, Damage Reduction 15/---, Spell Resistance 42
Saves: Fort +36, Ref +18, Will +26
Abilities: Str 43, Dex 8, Con 31, Int 4, Wis 13, Cha 13
Skills: Listen +33, Spot +34
Feats: Cleave, Great Cleave, Improved Bullrush, Improved Critical (Slam), Improved Sunder, Power Attack, Weapon Focus (Slam), Improved Toughness, Iron Will, Improved Initiative
Epic Feats: Overwhelming Critical, Epic Toughness (x5), Epic Prowess (x4), Epic Will, Superior Initiative
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: 35
Treasure: None
Advancement: 65-288 HD (Colossal)
Level Adjustment: -----
A colossal mound of smoldering rock ascends from the lava flow below. Two tiny eyes can be seen in its primeval body.
Primal Magma Paraelementals are the most powerful of their kind.
Burn (Ex): Those grappled by a Magma Paraelemental or those hit with its slam attack must make a Reflex save (DC 52), or catch fire. This fire burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a magma paraelemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based. Creatures hitting a magma paraelemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.Last edited by LOTRfan; 2011-02-02 at 05:28 PM.
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2011-02-01, 08:22 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
After much internal debate on whether Amargasaurus should have back-sails or not, I've decided to add them in.
Amargasaurus
Large Animal
Hit Dice: 15d8+150 (217 hp)
Initiative: -1
Speed: 30 ft.
Armor Class: 19 (+11 natural, -1 size, -1 Dex), touch 8, flatfooted 19
Base Attack/Grapple: +11/+18
Attack: Stamp +9 melee (1d6+1 damage)
Full Attack: 2 Stamps +19 melee (1d6+1 damage)
Space/Reach: 20 ft./15 ft.
Special Attacks: Trample, Spine Sails
Special Qualities: Scent, lowlight vision
Saves: Fort +18, Ref +8, Will +5
Abilities: Str 16, Dex 8, Con 28, Int 1, Wis 11, Cha 7
Skills: Listen +18
Feats: Improved Toughness, Rancid Smell, Overpowering Stench, Great Fortitude, Power Attack, Iron Will
Environment: Warm Forests
Organization: Herd (5-18)
Challenge Rating: 14
Treasure: None
Alignment: Always Neutral
Advancement: 15-20 (Large); 21-45 (Huge)
Level Adjustment: -----
A massive quadrupedal lizard can be found meandering among the trees and dung heaps. Two massive sails align on its back.
Amargasaurus is a thirty foot long herbivore. Living in the most sparse parts of forests, Amargasaurs slowly move from tree to tree, consuming food. Amargasaurs are mostly differentiated from other quadrupeds by their twin sail running down their spine. These sails are flaps of skin held together by spikes. The sails themselves seem to be more of a temperature regulator than a combat tool.
Combat
Amargasaurs are not true combatants. For the most part, they just clumsily stomp on any foes. For the most part, however, their disgusting odor is enough to keep prey at bay.
Trample (Ex): As a full-round action, an Amargasaurus with can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. Those subject to the attack must make a Reflex save (DC 23), or take 2d6+12 damage.
Spine Sails (Ex): An Amargasaurus has a set of two fleshy sails rolling down their back. While for the most part not suitable for combat, creatures of Gargantuan size or larger who try to grapple with the Amargasaurus lose their size bonus to the roll, as it is difficult to pin down the creature when the spines get in the way. Such creatures take 1d4 piercing damage if they lose the grapple.
------------------------------------------------------------------------
Rancid Smell [Monstrous]
Some creatures wallow in their own feces, lessening their appeal to predators.
Prerequisites: Animal Vermin or Magical Beast subtype, Large Size or Larger
Benefits: Foes that come within 30 ft. of the creature must make a Fortitude save (DC 10 + 1/2 HD + Con modifier), or be sickened for a number of rounds equaling 1/2 the creature's HD (minimum 1). Creatures who make the save are immune to the stench for 24 hours.
Overpowering Stench [Monstrous]
Some creatures have even more disgusting smells than others of their kind.
Prerequisites: Rancid Smell or natural Stench ability.
Benefits: Whenever the creature's stench-based ability comes into play, all creatures within the designated radius must make a Fortitude save (DC 10 + 1/2 HD + Con modifier), or be nauseated for a number of rounds equaling 1/4 the creature's HD (minimum 1). If the stench ability lasts longer than the amount given, anyone who failed the saves act sickened for the remaining rounds.Last edited by LOTRfan; 2011-02-16 at 10:46 PM.
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2011-02-01, 10:04 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Just another Magma Paraelemental, to finish up the categories (why is it that WotC never published Gargantuan elementals? )
Tiny Magma Paraelemental
Tiny Elemental (Fire, Earth, Extraplanar)
Hit Dice: 1d8+1 (5 hp)
Initiative: -2
Speed: 20 ft.
Armor Class: 14 (+4 natural, +2 size, -2 Dex), touch 10, flat footed 14
Base Attack/Grapple: +0/-7
Attack: Slam +2 melee (1d4+1 damage)
Full Attack: 2 Slams +2 melee (1d4+1 damage)
Space/Reach: 2 ½ ft/0 ft.
Special Attacks: Burn
Special Qualities: Elemental Traits
Saves: Fort +3, Ref -2, Will +0
Abilities: Str 15, Dex 6, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Power Attack
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: ½
Treasure: None
Advancement: -----
Level Adjustment: -----
A tiny glob of molten rock crawls forward, burning the floor under it.
These paraelementals are the weakest of its kind.
Burn (Ex): A magma paraelemental’s slam attack deals bludgeoning damage plus fire damage from the paraelemental’s flaming body. Those hit by a magma paraelemental’s slam attack also must succeed on a Reflex save (DC 10) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based. Creatures hitting a magma paraelemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.Last edited by LOTRfan; 2011-02-13 at 03:46 PM.
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2011-02-02, 02:58 AM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
http://geeks.thedailywh.at/2011/02/0...ur-of-the-day/
of possible interestRevised avatar by Trixie, New avvie by Crisis21!
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2011-02-02, 06:30 AM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
These are awesome dinosaurs. And the stat blocks look great too.
It looks like Weapon Finesse should be a bonus feat for Microraptor. [I know I'm picking nits -- I apologize for that].
DebbyP.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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2011-02-02, 06:52 AM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
Thank you. I listed it as a bonus feat in the combat section, I thought I put the "(B)" in the stat block.
I'll add it to the list.
Did you hear about the recent dinosaur fossils found in New Mexico?
Apparently, the creatures died 70,000 years after the K-T extinction event.Extended Homebrew Signature
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2011-02-02, 07:34 AM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
I hadn't heard about that but I'll definitely be looking it up!
Revised avatar by Trixie, New avvie by Crisis21!
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2011-02-02, 08:18 AM (ISO 8601)
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2011-02-02, 05:17 PM (ISO 8601)
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Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)
DailyTech and the Telegraph both wrote articles on the Hadrosaur.
I'll admit, I didn't think that was a real dinosaur when I first read it. Definitely added to the list.
Okay, current list is:
Amargasaurus (to be completed)
Tuojiangosaurus
Kosmoceratops
Chulhulhusaurus Rex
Titanoceratops
Dracorex Hogswartsia
Magma Paraelementite Swarm
Guanlong Jaw (Graft)
Raptor Talons (Graft)
Protoceratops Frill (Graft)
Bezoar (freaky BtVS prehistoric parasite)Last edited by LOTRfan; 2011-02-12 at 09:39 PM.
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