Reviewing, Revising, and Finalizing Prehistoric Animals and Dinosaur Ecology

Cleon

Legend
I apologize for going dark for so long - been putting a lot of things together and trying to make sure that I actually have a place to live and a project scope to put this work into. I think we have a way that we can measure the progress here so far and look at some more goals in dinosaur creation and revision. I think you have done a great job so far, and I think that we are very close to at least the halfway marker of statting up all the critters on my index list. If we look at how many of the creatures listed you already have outline, I can cross off the ones mentioned in stats or as variant/congruent stats (like those mentioned as secondary names of creatures within the stat block description). Also, if there are names of creatures that I do not have listed on the index, they can be added to make the list comprehensive.

I am also noticing that the thread focuses mostly on dinosaurs so far. I think some very good precendents have been set with some of the converted prehistoric animals right here on ENWorld, and of course some of the original indexed materials have multiple versions of stats which can be eliminated down to logical proportions.

Well I'm game to stat some non-dinosaurs once I've finished off the Maniraptors. That shouldn't take long, I was just going to formalize the semi-winged flying and gliding varieties.

However that's an awful wide range of beasties in the index, so is there any particular creature or time period you feel needs fleshing out?

Cretaceous Marine Monsters?
Pre-Dinosaur Mammal-like Reptiles?
The Mammalian Megafauna?
Giant Scorpions?

I also think it is important at this point to mention that if a creature is "not known to earthly science" like the Nanoraptor, it needs to have a stat somewhere listed (like with its earth era or something) saying that it is a fictional animal. I will show you my method of order in the final bestiary listing, so you can see how they will fall into place in final print.

Yes that makes sense, so far I haven't been posting that many fictional prehistoric beasts. I'll try to remember to specify this in their entries.

Animal, Common
Animal, Dinosaur
Animal, Dire (plus Dire Template for separate Templates segment in the appendices)
Animal, Fictional
Animal, Prehistoric
Vermin (and Giant Variants)

I'd be tempted to add in a few Order-level categories such as "Bird", "Fish" or "Mammal" there, but the basics look alright.
 

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Cleon

Legend
Here's the full stats for the "Winged Raptors", which just about does it for the Maniraptors as far as I'm concerned.

I've also thrown in a couple of Cretaceous marine critters I had lying around on my hard-drive, just to keep you going. I reckon they're both "Animals, Prehistoric" according to Xidoraven's criteria.

Does anyone (notably Xidoraven) have a particular prehistoric creature they'd like me to have a go at?

If I was to continue with the dinosaurs, I'd fancy doing a herbivore next - either Ceratopsians or Iguanodons.

Any preferences?
 

Cleon

Legend
Winged Maniraptors

Winged Maniraptors
A few of the smallest species of Maniraptors have wing-like fans of feathers on their arms, legs and tail that allow them to glide through the air like a flying squirrel. Microraptor is a typical example. Some Maniraptors such as Rahonavis may even have had fully functional wings.

In either case, they still retained well developed foreclaws and toothy jaws.

To create a typical winged maniraptors, apply the following changes to a Diminutive or Tiny Unengalid Maniraptor. For a more spectacular but unrealistic "flying killer" use a larger standard Maniraptor as the base creature.

Reduce Speed by 10 ft.

Increase the racial bonus on Jump checks to +8.

Replace the Run feat with Flyby Attack. If you used a regular Maniraptor as the base creature replace the Multiattack feat if the 'raptor has fewer than 3 Hit Dice or the Weapon Focus (foreclaw) feat if it has 3 or more Hit Dice.

For a Flying Maniraptor, add a 40 foot fly speed (poor manoeuvrability)

For a Gliding Maniraptor, add the following special quality:

Gliding (Ex): A Microraptor can use its wing-like arms and legs to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A Microraptor glides at a fly speed of 40 feet (clumsy manoeuvrability).

Examples of Winged Raptors
The following stat-blocks are for crow- and hawk-sized winged Maniraptors of both gliding and flying varieties, which should cover all plausible prehistoric examples, as well as the cinematic Winged Dromaeosaurus (A Little Maniraptor with the Flying mini-template) and Winged Austroraptor (a Big Unengalid Maniraptor with the Gliding mini-template).

Diminutive Gliding Unengalid (Diminutive Animal, Hit Dice: ¼d8 (1 hp); Init: +4; Speed: 40 ft. (8 squares), fly 40 ft. (clumsy)[gliding]; AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14; Base Attack/Grapple: +0/–15; Attack: Bite +8 melee (1); Full Attack: Bite +8 melee (1) and foreclaws +3 melee (1) and talons +3 melee (1d3-4); Space/Reach: 1 ft./0 ft.; Special Attacks: Improved grab, talon-stab [+8 melee 1d4-4], trip [-16]; Special Qualities: Gliding, low-light vision, scent; Saves: Fort +2, Ref +6, Will +2; Abilities: Str 3, Dex 19, Con 10, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +8, Hide +20* [+24 in undergrowth], Jump +16, Listen +8, Move Silently +8, Spot +8, Survival +6; Feats: Flyby Attack, Track (B), Weapon Finesse (B); CR: 1/6)

Tiny Gliding Unengalid (Microraptor) (Tiny Animal, Hit Dice: ½d8 (2 hp); Init: +4; Speed: 40 ft. (8 squares), fly 40 ft. (clumsy)[gliding]; AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12; Base Attack/Grapple: +0/–10; Attack: Bite +6 melee (1); Full Attack: Bite +6 melee (1) and 2 foreclaws +1 melee (1) and talons +1 melee (1d4-3); Space/Reach: 2½ ft./0 ft.; Special Attacks: Improved grab, talon-stab [+6 melee 1d6-3], trip [-11]; Special Qualities: Gliding, low-light vision, scent; Saves: Fort +2, Ref +6, Will +2; Abilities: Str 5, Dex 19, Con 10, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +8, Hide +16* [+20 in undergrowth], Jump +16, Listen +8, Move Silently +8, Spot +8, Survival +6; Feats: Flyby Attack, Track (B), Weapon Finesse (B); CR: 1/4)

Diminutive Flying Unengalid (Rahonavis) (Diminutive Animal, Hit Dice: ¼d8 (1 hp); Init: +4; Speed: 40 ft. (8 squares), fly 40 ft. (poor); AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14; Base Attack/Grapple: +0/–15; Attack: Bite +8 melee (1); Full Attack: Bite +8 melee (1) and foreclaws +3 melee (1) and talons +3 melee (1d3-4); Space/Reach: 1 ft./0 ft.; Special Attacks: Improved grab, talon-stab [+8 melee 1d4-4], trip [-16]; Special Qualities: Low-light vision, scent; Saves: Fort +2, Ref +6, Will +2; Abilities: Str 3, Dex 19, Con 10, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +8, Hide +20* [+24 in undergrowth], Jump +16, Listen +8, Move Silently +8, Spot +8, Survival +6; Feats: Flyby Attack, Track (B), Weapon Finesse (B); CR: 1/6)

Tiny Flying Unengalid (Tiny Animal, Hit Dice: ½d8 (2 hp); Init: +4; Speed: 40 ft. (8 squares), fly 40 ft. (poor); AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12; Base Attack/Grapple: +0/–10; Attack: Bite +6 melee (1); Full Attack: Bite +6 melee (1) and 2 foreclaws +1 melee (1) and talons +1 melee (1d4-3); Space/Reach: 2½ ft./0 ft.; Special Attacks: Improved grab, talon-stab [+6 melee 1d6-3], trip [-11]; Special Qualities: Low-light vision, scent; Saves: Fort +2, Ref +6, Will +2; Abilities: Str 5, Dex 19, Con 10, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +8, Hide +16* [+20 in undergrowth], Jump +16, Listen +8, Move Silently +8, Spot +8, Survival +6; Feats: Flyby Attack, Track (B), Weapon Finesse (B); CR: 1/4)

Winged Dromaeosaurus (Little Flying Maniraptor) (Small Animal, Hit Dice: 3d8+3 (16 hp); Init: +3; Speed: 50 ft. (10 squares), fly 40 ft. (poor); AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13; Base Attack/Grapple: +2/+3 [–1 without racial bonus]; Attack: Bite +6 melee (1d6+1); Full Attack: Bite +6 melee (1d6+1) and 2 foreclaws +4 melee (1d3) and talons +4 melee (1d6); Space/Reach: 5 ft./5 ft.; Special Attacks: Improved grab, talon-stab [+6 melee 1d8+1], pounce; Special Qualities: Low-light vision, scent; Saves: Fort +4, Ref +6, Will +3; Abilities: Str 13, Dex 17, Con 12, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +7, Hide +11* [+15 in undergrowth], Jump +19, Listen +8, Move Silently +8, Spot +8, Survival +7; Feats: Flyby Attack, Multiattack, Track (B), Weapon Finesse (B); CR: 2)

Winged Austroraptor (Big Gliding Unengalid) (Medium Animal, Hit Dice: 6d8+18 (45 hp); Init: +3; Speed: 50 ft. (10 squares), fly 40 ft. (clumsy)[gliding]; AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; Base Attack/Grapple: +4/+8; Attack: Bite +9 melee (1d8+4); Full Attack: Bite +9 melee (1d8+4) and 2 foreclaws +3 melee (1d3+2) and talons +3 melee (1d10+2); Space/Reach: 5 ft./5 ft.; Special Attacks: Improved grab, talon-stab [+8 melee 2d8+6], trip [+4]; Special Qualities: Low-light vision, scent; Saves: Fort +8, Ref +8, Will +4; Abilities: Str 19, Dex 17, Con 16, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +8, Hide +12* [+16 in undergrowth], Jump +20, Listen +8, Move Silently +9, Spot +8, Survival +7; Feats: Flyby Attack, Skill Focus (Hide), Track (B), Weapon Focus (bite); CR: 3)
 

Cleon

Legend
Tusoteuthis

Tusoteuthis (Prehistoric Giant Squid)
Large Animal (Aquatic)
Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armour Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+15 [+1 per 2 limbs]
Attack: Tentacles +7 melee (1d4+3)
Full Attack: Tentacles +7 melee (1d4+3) and 8 arms +4 melee (1) and bite +4 melee (1d10+1)
Space/Reach: 10 ft./5 ft. (15 ft. with tentacles, 10 ft. with arms)
Special Attacks: Constrict, gnawing beak, improved grab
Special Qualities: DR 5/slashing or piercing, Ink cloud, jet, superior low-light vision
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 16, Dex 17, Con 15, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +12, Swim +12
Feats: Weapon Focus (tentacles), Blind-Fight, Endurance, MultiattackB
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 3
Advancement: 7–9 HD (Large); 10–12 HD (Huge)
Level Adjustment:

Tusoteuthis is an type of giant squid that lived in the warm, shallow seas of the Cretaceous. They are not closely related to the modern-day giant squid.

A typical Tusoteuthis is 20 feet or so from tailfin to tentacle-tip and weighs around 500 pounds. Its body is about 6 feet long, but its tentacles exceed 10 feet in length.

Combat
A Tusoteuthis giant squid seizes hold of prey with its tentacles, then secures them in its arms and bites with its beak. If threatened it jets away, maybe covering its escape with a cloud of ink.

A Tusoteuthis has an arm reach equal to a tall creature of its size, and a tentacle reach equal to its space plus its base reach, so 15 feet for a Large Tusoteuthis and 25 feet for a Huge one.

[note a lot of the previous is highly speculative, it's quite possible Tusoteuthis had tentacles as short or shorter than its arms, or even no tentacles at all, as it may have belonged to the Vampyromorphida.]

Constrict (Ex): A Tusoteuthis deals automatic arm or tentacle damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a giant squid must hit an opponent of any size with a tentacle or arm 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 constrict.

A Tusoteuthis has a +4 racial bonus to grapple checks with its tentacles, with an additional bonus of 1 per two arms or tentacles it is holding its opponent with. If it hits a target with multiple limbs as part of a full attack routine it only makes one grapple check to resolve the hold.

Gnawing Beak (Ex): If a Tusoteuthis seeks to bite an opponent it is grappling, the attack is resolved as a primary attack (bite +7 melee for 1d10+3 damage).

Ink Cloud (Ex): A Tusoteuthis can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A giant squid can jet backward once per round as a full-round action, at a speed of 400 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Superior Low-Light Vision (Ex): A giant squid can see five times as far as a human can in dim light.

Skills
Giant squids' huge eyes give them a +8 racial bonus to Spot checks. A giant squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and 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.
 

Cleon

Legend
Xiphactinus

Xiphactinus
Middle to Late Cretaceous (115-70 Million Years Ago)
Large Animal (Aquatic)
Hit Dice: 7d8+14 (45 hp)
Initiative: +1
Speed: Swim 60 ft. (12 squares)
Armor Class: 15 (–1 Size, +1 Dex. +5 Natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+13
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 18, Dex 13, Con 15, Int 1, Wis 12, Cha 2
Skills:
Listen +5, Spot +5, Jump +16, Swim +12
Feats: Endurance, Diehard
Environment: Warm Aquatic
Organization: Solitary or school (2-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 8-11 HD (Large); 12-14 HD (Huge)
Level Adjustment:

A great fish at least as long as two tall humans. Its powerful torpedo-shaped body ends in a crescent-moon tail, while its ugly slab of a face has bulldog jaws crammed with spiky fangs.

A Xiphactinus is a giant predatory fish that was a common apex predator of the shallow Cretaceous seas. They resemble an oversized fanged
tarpon (Megalops), although they are not actually related to that fish.

A typical adult specimen is 12-14 feet and weighs about 1200 pounds, the largest Xiphactinus can reach 20 feet long and weigh 5000 pounds or so.

Combat
Xiphactinus are ferocious predators, attacking anything they think they can eat. A Xiphactinus only attacks prey small enough for it to swallow, since its jaws are designed for seizing victims, not tearing them into bite-sized chunks. Unfortunately, most Xiphactinus are large enough to swallow Medium-sized creatures such as adventurers. They are so voracious they sometimes swallow victims too dangerous for them, and are killed by their prey's struggles in their stomach.

Improved Grab (Ex):
To use this ability, a Xiphactinus must hit a smaller opponent with a 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 swallow whole.

Swallow Whole (Ex): A Xiphactinus can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d8+4 points of crushing damage plus 4 points of acid damage per round. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the stomach (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Xiphactinus’s interior can hold 1 Medium, 4 Small, 16 Tiny, 64 Diminutive or 256 Fine opponents.

Skills
A Xiphactinus 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.
 

Cleon

Legend
I'm sure those amongst us with a passion for dinosaurs have heard of the recent discovery of Balaur bondoc, the Romanian "kickboxing" or "stocky" Maniraptor.

This is just begging for 3rd edition stats.

I was going to post this on the prehistoric beasts thread, but that's at 52 pages so I didn't want to risk the boards by lengthening it.

If it was up to me I'd either tweak around the stats of a Medium-sized Maniraptor like the SRD's erroneously oversized Velociraptor or do it as a Dire Animal.

Hmm, I've been planning to do a "Dire Raptor" for some time... :devil:

EDIT: Posted a take on Balaur bondoc. Hopefully I'll get a Dire Velociraptor done in a few days.
 
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Cleon

Legend
Double-Taloned Maniraptor (Balaur bondoc)

Double-Taloned Maniraptors
Inspired by Balaur bondoc, an unusual Maniraptor with a robust build and two "killing talons" on each hind foot (on the 1st and 2nd toes, unlike standard Maniraptors which only have a killing claw on the 2nd hind toe). Its foreclaws are smaller and less flexible, which might indicate it favoured using its feet to grapple prey.

Creating a Double-Taloned Maniraptor
To create a Double-Taloned Maniraptor, take a standard Maniraptor of the desired size and apply the following changes:

Increase its Strength and Constitution by +2.

Lower its Dexterity by -2.

Reduce its foreclaw damage by a step (e.g. 1d4 to 1d3), and increase its talons and talon-stab damage by half a step (e.g. 1d8 to 1d10, or 2d6 to 2d8). Add talons to its Attack line.

Increase its natural armour bonus by +1

Reduce its speed by 20 ft.

A Double-Taloned Maniraptor's racial bonus to Climb and Jump checks increases to +8. It
can use either its Strength or its Dexterity bonus on Climb and Jump checks.

A
Double-Taloned Maniraptor's racial bonus to Hide checks increases to +12 when in it is heavy vegetation or undergrowth.

A Double-Taloned Maniraptor gains Skill Focus (Jump) as a bonus feat and has Weapon Focus (talons) instead of Weapon Focus (foreclaws).

A
Double-Taloned Maniraptor's Improved Grab special attack changes to the following:

Improved Grab (Ex):
To use this ability, a Double-Taloned Maniraptor must hit an opponent of any size with a bite or talons 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 Talon-Stab.

A Double-Taloned Maniraptor has a +4 racial bonus to grapple checks.

Medium Double-Taloned Maniraptor (Balaur bondoc)

Late Cretaceous (80-70 MYA)
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+10 [+6 without racial bonus]
Attack:
Talons +7 melee (1d10+3) or bite +6 melee (1d8+3)
Full Attack: Bite +6 melee (1d8+3) and talons +5 melee (1d10+1) and 2 foreclaws +4 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, talon-stab [+7 melee 2d8+4], pounce
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 17, Dex 15, Con 16, Int 2, Wis 15, Cha 10
Skills: Balance +10, Climb +10, Hide +7* [+15 in undergrowth], Jump +19, Listen +8, Move Silently +7, Spot +8, Survival +7
Feats: Multiattack, Skill Focus (Jump) (B), Track (B), Weapon Focus (talons)
Environment: Warm forests or plains
Organization: Solitary, pair, or pack (3–6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Medium)
Level Adjustment:

A Balaur 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.

A Balaur has a total length of about 10-12 feet and stands some 4 feet tall, with a weight between 125 and 200 pounds.

Combat
A Balaur uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by stalking and ambush, launching an attack once it's close enough to pounce. Balaur are excellent climbers, and have been known to hide in trees and leap down upon their prey. The talons count as one attack. A Balaur has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics.

Pounce (Ex): If a Balaur charges, it can make a full attack, including a Talon-Stab if its Improved Grab succeeds.

Improved Grab (Ex):
To use this ability, a Balaur must hit an opponent of any size with a bite or talons 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 Talon-Stab.

A Balaur has a +4 racial bonus to grapple checks.

Talon-Stab (Ex): When a Balaur makes a full attack against a foe it is grappling with, its talons attack at +7 melee for 2d8+4 damage.

Skills
A Balaur has a +8 racial bonus on Balance, Climb and Jump checks and a +4 racial bonus on Hide, Listen, Move Silently, Spot, and Survival checks. A Balaur can use either its Strength or its Dexterity bonus on Climb and Jump checks.

*Its racial bonus to Hide increases to +12 in undergrowth.
 
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Cleon

Legend
It's been a while since I've posted- but the double-taloned maniraptor template is definitely interesting.

Nice to see a new post, I was afraid this thread had completely fossilized!

Any interest in seeing another group of dinosaurs? I'd like to do one of the herbivores, probably the Horned Dinosaurs (Ceratopsians).
 

hamishspence

Adventurer
Ceratopsians and their kin.

Some ceratopsians were bipedal, and looked a bit like pachycepholosaurs, their nearest relatives.

And they could get pretty small- the smallest all seem to be around 2 ft long.

Maybe there could be a "armour-headed dinosaur" group- bipedal and quadrupedal- ranging from Tiny to high-end Large for bipeds, and Small to high-end Huge for quadrupeds?

With modifications for horns (triple, single, or just a heavy lump rather than long horns.
 

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