Cleon Specials – Prehistoric Beasts!

Cleon

Legend
This is a resurrection of an old thread, Reviewing, Revising, and Finalizing Prehistoric Animals and Dinosaur Ecology. I'll begin by reposting the stats in that thread as time permits, although I will include a few conversions that originally appeared in other threads but seem a more natural fit here (such as the "Primal Tyrannosaurus").

Similarly, some conversions/updates that were in Reviewing, Revising, and Finalizing Prehistoric Animals and Dinosaur Ecology will be reposted in Cleon Specials - SRD Redux Monsters.

I'll put an Index of the Prehistoric Beasts! monsters in the next post. For a Master Index of my Cleon Special homebrews, see Cleon Specials Monster Index.
 
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Cleon

Legend
PREHISTORIC BEASTS! (Dinosaurs and other Prehistoric Animals)
Mostly from Reviewing, Revising, and Finalizing Prehistoric Animals and Dinosaur Ecology.
Individual Species/Genera
Allosaurus Reduxincludes Greater Allosaurus [official 3E stats in Monster Manual II].
CrocodileCrocodile Reduxincludes Large Crocodile Redux plus Giant Crocodile Redux.
CrocodileDire Crocodileincludes Dire Crocodile & Huge Dire Crocodile plus Giant Dire Crocodile & Gargantuan Dire Crocodile.
Deinonychus Redux.
Elasmosaurus Redux.
Megaraptor (not Utahraptor).
Pliosaurus.
Spinosaurusincludes accurate short-legged Spinosaurus aegyptiacus and long-legged "Walking With Dinosaurs" style Spinosaurus [official 3E stats in Monster Manual II].
Tanystropheusincludes Large Tanystropheus & Small Tanystropheus (Dinocephalus) plus Dire Tanystropheus, Huge Dire Tanystropheus and Gargantuan Dire Tanystropheus.
Triceratops Redux.
Tusoteuthis (Prehistoric Giant Squid).
Tyrannosaurus Redux.
Tyrannosaurus ReduxPrimal Tyrannosaurus.
Utahraptor (Megaraptor Redux).
Xiphactinus (Giant Predatory Fish).
Dinosaur Families/Bauplans
ANKYLOSAURS & similar THYREOPHORA—includes Ankylosaurus as the generic Huge Ankylosaur with Big Ankylosaurus and Gargantuan Ankylosaurus plus Tianzhenosaurus (Lesser Ankylosaur) and Minmi (Pygmy Ankylosaur) plus Variants Nodosaurs and Polacanthids (Gargoyleosaurus & Gastonia).
COELOPHYSOIDS (Lightweight Carnosaurs)—includes Coelophysis, Mature Adult Coelophysis, Big Coelophysis, Juvenile Coelophysis and Coelophysis Swarm with Venomous Coelophysis variant plus Compsognathus, Dilophosaurus and the fictional Venomous Dilophosaurus.
MANIRAPTORS—(still Rough Drafts) includes Standard Maniraptors with Small Maniraptor (Velociraptor), Little Maniraptor (Dromaeosaurus), Medium Maniraptor (Deinonychus), Big Maniraptor (Achillobator), Large Maniraptor (Utahraptor); Mini-Maniraptors with Diminutive Maniraptor (Epidexipteryx), Tiny Maniraptor (Bambiraptor) & Very Small Maniraptor (Buitreraptor); the fictional Nanoraptor Swarm; Unengalid Maniraptors ("Speedy Raptors") with Large Unengalid (Advanced Austroraptor), Big Unengalid (Austroraptor), Medium Unengalid, Little Unengalid, Small Unengalid, Very Small Unengalid, Tiny Unengalid, and Diminutive Unengalid; Winged Maniraptors in Gliding and Flying subtypes with Diminutive Gliding Unengalid, Tiny Gliding Unengalid (Microraptor), Diminutive Flying Unengalid (Rahonavis), Tiny Flying Unengalid and the fictional Winged Dromaeosaurus (Little Flying Maniraptor) & Winged Austroraptor (Big Gliding Unengalid); and Double-Taloned Maniraptors with Medium Double-Taloned Maniraptor (Balaur bondoc). ORNITHOMIMOSAURSincludes Ornithomimus as the generic Large Ornithomimid plus Archaeornithomimus (Lesser Ornithomimosaur), Gallimimus (Greater Ornithomimosaur) and Deinocheirus.
PROSAUROPODSincludes Bipedal Prosauropods with Small Prosauropod (Thecodontosaurus), Little Prosauropod (Unaysaurus), Medium Prosauropod (Coloradisaurus), Large Prosauropod (Massospondylus), Big Prosauropod (Plateosaurus) and Huge Prosauropod (Yunnanosaurus); for Quadruped Prossauropods see Sauropod.
SAUROPODSincludes Brontosaurus (Apatosaurus) as the generic Huge Sauropod with Small Sauropod (Infant), Medium Sauropod (Juvenile), Large Sauropod (Nigersaurus), Gargantuan Sauropod (Brontosaurus), Colossal Sauropod (Argentinosaurus), and Maximized Sauropod; plus Variants Armoured Sauropods (Ampelosaurus), Brachiosaurs (Brachiosaurus); Diplodocids (Diplodocus); Long-Necked Sauropods (Mamenchisaurus); also covers quadrupedal Prosauropoda.
STEGOSAURSincludes Stegosaurus as the generic Huge Stegosaur plus Gargantuan Stegosaurus and Tuojiangosaurus and Chungkingosaurus.
THERIZINOSAURSincludes Therizinosaurus as a generic Huge Therizinosaur with Segnosaurus (Large Therizinosaur) and Neimongosaurus (Medium Therizinosaur).
 
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Cleon

Legend
Revised SRD Dinosaurs
The following entries cover all six creatures in the SRD dinosaur entry, including Elasmosaurus which isn't actually a dinosaur.

Design Notes
Some of the SRD "Dinosaurs" are a bit bland mechanically and may be too weak (the Tyrannosaurus), unrealistically powerful (the Deinonychus), lack an expected ability (the long neck of an Elasmosaurus should give it increased Reach with its bite) or be based on out-of-date models (a Megaraptor is NOT a giant maniraptor: the big claws are on its hands not its feet).

I might add some "Redux notes" on individual entries to go into more detail.
 
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Cleon

Legend
Deinonychus Redux
Medium 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 (3–6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5 HD (Medium); 6–8 HD (Large)
Level Adjustment:

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 16 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.

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.

Design Notes
This is pretty close to the original SRD version except it has a slight reduction in Strength (since a real-life Deinonychus was probably around the weight of a small lion or large jaguar, not 600 pounds (which is well over the 500 lb normal maximum weight of a Medium creature). This version is still considerably larger than the real-life version, which was about 10 feet long or so.

Also reduced the racial bonuses to skills from the original's +8 to a more modest +4, although I compensated by giving it a higher bonus for being "camouflaged for undergrowth" like a leopard (although there's no paleontological evidence for that it seems reasonable, and goes well with Jurassic Park style "hunting the hunter" encounters).

I've also posted an alternative version of a Deinonychus as the Medium example for a Standard Maniraptors rough draft, but that was a work-in-progress I never got around to finishing. A finished version might get posted on this thread eventually!

Both Cleon Special versions (the SRD Redux and Medium Maniraptor) might be unrealistically lethal due to their high damage outputs. This was deliberate, since I wanted to keep their "Damage-Per-Round" in a similar ballpark to Challenge Rating 3 predatory cats like the SRD Lion which have a similar excessive lethality. Which reminds me, I've got an Lion Redux lying around somewhere I ought to post sometime.


Skill Ranks: Hide 2S+2Dex+4R, Jump 2S+4R+Str4+12Speed, Listen 1S+4R+Wis1, Spot 1S+4R+Wis1, Survival 1S+4R+Wis1
 
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Cleon

Legend
Elasmosaurus Redux
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +6
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +7/+22
Attack: Bite +13 melee (1d10+10)
Full Attack: Bite +13 melee (1d10+10)
Space/Reach: 15 ft./10 ft. (20 ft. with bite)
Special Attacks: Improved grab, swallow whole
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +15, Ref +11, Will +4
Abilities: Str 25, Dex 14, Con 22, Int 1, Wis 13, Cha 9
Skills: Hide –4* [+4 in water], Listen +4, Spot +9, Swim +15
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary, pair, or herd (5–8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11–20 HD (Huge); 21–30 HD (Gargantuan)
Level Adjustment:

Though it resides primarily in the water, an Elasmosaurus only breathes air. An Elasmosaurus has a total length of some 40 feet, including a neck half as long as its entire body, and weighs about 10,000 pounds. Observers who see only its head or tail might easily mistake it for a massive snake.

Combat
An Elasmosaurus only hunts prey small enough for it to swallow, but will defend itself aggressively if it feels threatened. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, it travels with its head out of the water, snapping down quickly to seize prey.

Hold Breath (Ex): An Elasmosaurus can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning. For a typical Elasmosaurus, this is 220 rounds, or 22 minutes.

Improved Grab (Ex): To use this ability, an Elasmosaurus 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): An Elasmosaurus can try to swallow a grabbed opponent of up to three sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+7 points of bludgeoning damage and 8 points of acid damage per round from the Elasmosaurus’s 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 the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge Elasmosaurus’s gizzard can hold 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: An Elasmosaurus has a +8 racial bonus on Swim checks. It can always choose to take 10 on a Jump or Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*An Elasmosaurus has a +8 racial bonus on Hide checks in water.

Design Notes
An Elasmosaurus is not a dinosaur. There seems little point complaining, as it's a grand old D&D tradition to lump other prehistoric beasts under the name "Dinosaur", mostly aquatic reptiles and pterosaurs. The AD&D Dinosaur list includes a few amphibians and at least one shark!

Mechanically it's a poor match to the real-world marine reptile, whose comparatively tiny head would have been unlikely to do so much damage. The original description of it having "a tail half as long as its entire body" is way off, since it's an Elasmosaurus's neck that is extraordinarily long. Hence I reduced the bite damage and increased its Reach while slightly reducing its Strength. I toyed with the idea of giving it some kind of reduced Str bonus to bite (i.e. +1×Str or +½×Str) but in the end left it with the standard +1½×Str. Some D&D versions of Plesiosaurs have flipper attacks and I dithered about using that as a solution (i.e. give it an attack line containing "Bite or flipper-slap". Maybe I'll add that to a later version. The original creature's feats were a poor selection so were changed in the Redux version. The SRD also gives it an oddly low natural armour bonus of +3 which I bumped up to +5.

The most significant change was adding an Improved Grab & Swallow Whole attack. The real-world animal wouldn't have eaten anything it couldn't swallow whole, since its teeth and jaws were shaped for holding prey and could not tear or bite food into pieces. It might have been able to swallow meals a bit larger than its head due to the snake-like flexibility of its skull and jaws, but there's no way it would have aggressively hunted anything it noticed like the SRD version's tactics claim. Oh, neither could it have held its head out of the water and snapped down on prey, but I happily overlooked that undramatic fact for the tactics. It is a "dinosaur" in a fantasy RPG after all, so strict scientific accuracy must sometimes take a back-seat to cool imagery.

Even with Swallow Whole and a better choice of feats, I think the Elasmosaurus is way too weak to be Challenge Rating 7 like the SRD claims so reduced it to CR 5. That said, a Huge plesiosaur with a mid-sized head would possess a more damaging bite with a shorter reach like the SRD Elasmosaurus does and likely be CR 6, while one with a large head that specialized in hunting large prey should definitely have a higher Challenge Rating. I believe I have rough drafts for a few such Sauropterygians lying around somewhere.
 
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Cleon

Legend
Utahraptor (Megaraptor Redux)
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Talons +11 melee (2d8+6)
Full Attack: Talons +11 melee (2d8+6) and 2 foreclaws +9 melee (1d4+3) and bite +9 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 23, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +5* [+13 in undergrowth], Jump +24, Listen +8, Spot +8, Survival +8
Feats: Run, Multiattack, Track
Environment: Warm forests or plains
Organization: Solitary, pair, or pack (3–6)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9–11 HD (Large); 12–16 HD (Huge)
Level Adjustment:

This creature is a larger relative of the Deinonychus that stands about 9 feet tall, with a total length of 24 feet and an average weight of 1,000 pounds. It has the same appearance, habits, and abilities as its smaller cousin.

Combat
A Utahraptor 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 Utahraptor has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics.

Pounce (Ex): If a Utahraptor charges, it can make a full attack.

Skills: A Utahraptor has a +4 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

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

Design Notes
To begin with, a Megaraptor is not a jumbo-sized Deinonychus as portrayed in the SRD. This original interpretation of the fossil proved to be incorrect, and current reconstructions of this dinosaur indicate it is a relatively slender theropod with large sickle-claws on its hands, although argument still rages over what family it belongs to. A sickle-handed Megaraptor is different enough from the SRD version to have entirely new stats as the Megaraptor Redux (this is an update of the old version I posted in the previous Dinosaur thread).

However, the relatively recently discovered Utahraptor was a large-sized dromaeosaur like the SRD Megaraptor was intended to represent, so I have substituted that genus for the Megaraptor entry. It's basically just a bigger version of its relative the Deinonychus which might be a distant descendant (Utahraptor ostrommaysi died out about 30 million years before Deinonychus antirrhopus).

Mechanically, this Utahraptor is basically the SRD Megaraptor with a slightly higher Strength and a more effective feat selection, plus its racial bonuses to skills have been changed to match the Deinonychus Redux.

The stats look a bit like a CR 5 monster to me, but I feel it's close enough to the boundary with CR 6 to be willing to leave it at the original Challenge Rating.

The SRD Megaraptor's +10 Fort save is an error, an 8 HD animal with a +5 Con bonus has a +11 Fort save.

There is also a Utahraptor conversion in the Creature Catalog, based on a 2E AD&D Monstrous Compendium-style version that appeared in the Dungeon Magazine #54 adventure "The Fiends of Tethyr".


Skill Ranks: Hide 3S+Dex2+4R-4size, Jump 2S+4R+Str6+12Speed, Listen 2S+4R+Wis2, Spot 2S+4R+Wis2, Survival 2S+4R+Wis2
 
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Cleon

Legend
Triceratops Redux
Huge Animal
Hit Dice: 16d8+112 (184 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +12/+30
Attack: Gore +20 melee (2d8+15)
Full Attack: Gore +20 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge, trample 2d12+15 [DC28]
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +9, Will +6
Abilities: Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Alertness, Endurance, Great Fortitude, Improved Bull Run, Power Attack, Run
Environment: Temperate plains
Organization: Solitary, pair, or herd (5–8)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 17–24 HD (Huge); 25–32 HD (Gargantuan)
Level Adjustment:

A Triceratops has a body about 25 feet long and weighs about 15,000 pounds.

Combat
These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A Triceratops uses its trample attack on smaller opponents.

Powerful Charge (Ex): When a Triceratops charges, its gore attack deals 4d8+20 points of damage.

Trample (Ex): Reflex half DC 28. The save DC is Strength-based.

Design Notes
The Triceratops is probably the most soundly designed of the SRD Dinosaurs. Its only significant problem is a very poor feat selection. The original monster had four Toughness feats, which adds little to the build's effectiveness. It also seems a bit too heavy for a Ceratopsian of that size.

These stats can also be used for pretty much any Huge Ceratopsian, since their differences in habitat and head-ornamentation would not have changed their 3E D&D mechanics significantly. It's worth mentioning that many of these dinosaurs might not have used their horns to fight or lacked horns altogether, but all Ceratopsians would have had extremely powerful jaws and scissor-like rows of teeth capable of shearing through substantial branches. The "gore" might actually be with their jaws.

It's worth mentioning that the SRD's Triceratops has a Challenge Rating one higher than its Tyrannosaurus (CR 9 vs 8), and this version retains that relationship. The Triceratops isn't as tough as two Tyrannosaurs as the CRs would indicate, but it would certainly be the favourite in a one-on-one fight since it has a better AC, slightly more hit points and its Powerful Charge does more damage than a Tyrannosaurus's bite. Personally I'd rather they have the same Challenge Rating to better stage the epic "carnosaur vs. ceratopsian" brawls from movies I have a fondness for, but that seemed outside the scope of the SRD Redux conversions. Later Cleon Special versions of these animals will likely be tweaked to the two combatants are more evenly matched.

Oh, the Triceratops' Trample attack is very effective against humanoid-size opponents, which might be the justification for its CR being higher than a Tyrannosaurus. Challenge Ratings are intended as monsters-versus-PC metrics after all, not as rough guides to monster-versus-monster fights.
 
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Cleon

Legend
Tyrannosaurus Redux
Huge Animal
Hit Dice: 18d8+126 (207 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 18 (–2 size, +1 Dex, +9 natural) touch 9, flat-footed 17
Base Attack/Grapple: +13/+33
Attack: Bite +24 melee (3d8+18/19–20)
Full Attack: Bite +24 melee (3d8+18/19–20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +18, Ref +12, Will +10
Abilities: Str 34, Dex 12, Con 25, Int 2, Wis 15, Cha 10
Skills: Hide +8* [+12 in undergrowth], Listen +10, Spot +12, Survival +10
Feats: Alertness, Improved Critical (bite), Iron Will, Power Attack, Run, Track, Weapon Focus (bite)
Environment: Warm plains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Huge); 25–36 HD (Gargantuan)
Level Adjustment:

Despite its enormous size and 6-ton weight, a Tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. A typical adult specimen is between 30 and 40 feet long from nose to tail.

Combat
A Tyrannosaurus pursues and eats just about anything it sees. They are surprisingly stealthy, and often hide in wait for passing prey. Its tactics are simple—charge in and bite.

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 2d8+12 points of bludgeoning damage and 8 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 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 Tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A Tyrannosaurus has a +4 racial bonus on Hide, Listen, Spot, and Survival checks.

*Its racial bonus to Hide increases to +8 in undergrowth.

Design Notes
Of the SRD Dinosaurs, I think the Tyrannosaurus has the weakest design. For a start, the feat selection is abysmal. Its AC of 14 is even lower than the earlier versions – AD&D version has AC 5 (equivalent to AC 15 in 3E), the BECMI version has AC 3 (equivalent to AC 17 in 3E). Ability-wise, its Strength 28 is only 2 points higher than the SRD's Brown Bear which is at least 6 times smaller, it's also 2 points lower than the SRD's Elephant, an animal of roughly the same weight which has multiple attacks in 3E. The 3d6+13 bite damage compares poorly to the AD&D version's 4d10 (plus two 1d6 claws) or the BECMI's 5d10 considering the inflated hit point values of Third Edition Dungeons & Dragons.

Just compare the SRD's Elephant to its Tyrannosaurus - the elephant has a 1-point higher AC and noticeably worse saves, but its Full Attack is a 2d6+10 slam and two 2d6+5 which average 41 damage if all hit (or it has a 2d8+15 gore that averages 24 damage). The Tyrannosaurus only has a single 3d6+13 bite, for 23.5 damage, roughly the same as the Elephant's gore. In a one-on-one fight the Elephant might win. Allowing for critical hits, the average damage-per-round each combatant would inflict on the other is:

1st round
Elephant gores (95% hit, of which 5% potential critical); average damage = 24×(0.9)+24×(2×0.05×0.95) = 24×(0.9+0.1×0.95) = 23.88
Tyrannosaurus bites (95% hit, of which 5% potential critical); average damage = 23.5×(0.9)+47×(0.05×0.95) = 23.5×(0.995) = 23.3825

Subsequent rounds
Elephant slams (95% hit, 5% potential critical) and stamps (90% hit, 5% potential critical); average damage = 17×(0.995) + 2×12×(0.85+0.1×0.90) = 39.475
Tyrannosaurus bites (95% hit, of which 5% potential critical); average damage = 23.5×(0.9)+47×(0.05×0.95) = 23.3825

It'd typically take the elephant roughly five rounds to chew through the Tyrannosaurus's 180 hit points, while the Tyrant King would need an average of 4.5 rounds. If the pachyderm wins initiative or rolls a bit better it could easily come out the victor. However, elephants are Challenge Rating 7, so there ought to be two of them fighting a Challenge Rating 8 Tyrannosaurus - the dinosaur has little chance of winning such a fight.

As for special abilities, an elephant's Trample has excellent mass-damage potential and is arguably more effective than the Tyrannosaurus's Swallow Whole. It does roughly the same damage as the rex's Swallow attack and can affect creatures up to Large size, not just Medium.

For this Redux I increased the Strength and natural armour bonus and gave it a different Feat and Skill selection. The description and tactics are tweaked to be a bit more interesting.

Even with these improvements the Tyrannosaurus Redux is not quite a match for a Triceratops Redux. Ideally I would resolve this issue by completely redesigning the dinosaur to be a Challenge Rating 9, but I wanted to keep the stats and abilities of these Reduxes relatively close to the SRD when possible. For a more fantastical interpretation, see the Primal Tyrannosaurus in the next post.


Skill Ranks: Hide 11S+Dex1+4R–8size, Listen 2S+4R+Wis2+2F, Spot 4S+4R+Wis2+2F, Survival 4S+4R+Wis2
 
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Cleon

Legend
Primal Tyrannosaurus
Huge Magical Beast (Dire)
Hit Dice: 18d10+144 (243 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 21 (–2 size, +1 Dex, +12 natural) touch 9, flat-footed 20
Base Attack/Grapple: +18/+40
Attack: Bite +30 melee (4d6+14/19–20 plus toxic jaws) or kick +30 melee (3d6+14) or tail-slap +25 melee (2d8+21)
Full Attack: Bite +31 melee (4d6+14/19–20 plus toxic jaws) and kick +25 melee (3d6+7) or bite +31 melee (4d6+14/19–20 plus toxic jaws) and tail-slap +25 melee (2d8+21)
Space/Reach: 15 ft./15 ft. (30 ft. with tail)
Special Attacks: frightful presence (DC19), lashing tail (DC33 sweep 2d6+14), leaping talons (2 kicks +30 melee 2×3d6+14), pounce, seize prey, swallow whole, toxic jaws (DC27), trample (3d6+14, DC33), worry (8d6+28)
Special Qualities: Enhanced scent, ignore death, instinctive brute, low-light vision, primal magic resistance (Immune to ability drain, ability damage, death magic, energy drain, petrifaction and polymorph, SR24 versus stun, paralysis, sleep, unconsciousness and mind-affecting abilities [except for rage], plus SR24 to burst magical barriers and constraints)
Saves: Fort +19, Ref +12, Will +13
Abilities: Str 39, Dex 12, Con 26, Int 1, Wis 15, Cha 10
Skills: Hide +5, Jump +30, Listen +9, Spot +12, Survival +10* [+14 when tracking by scent]
Feats: Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Power Attack, Track, Weapon Focus (bite)
Environment: Warm forests and plains
Organization: Solitary or pair
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Huge); 25–48 (Gargantuan); 49–96 (Colossal)
Level Adjustment:

Despite its enormous size and 25,000 pound weight, a Primal Tyrannosaurus is surprisingly swift and agile. An average Primal Tyrannosaurus is almost 50 feet long from nose to tail, towering 25 feet in height. Its jaws are nearly 6 feet long, with teeth like razor-sharp steak-knives up to 6 inches in length.

Combat
A Primal Tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple—charge in and Pounce. It will try to Seize hold of prey so as to Worry big opponents or chew and Swallow minor targets. Primal tyrannosaurs almost never retreat from combat.

Enhanced Scent (Ex): This functions like the scent special quality (q.v.), except that it has double the range of regular scent (60 ft. normally, 120 ft. upwind and 30 ft. downwind), and the Primal Tyrannosaurus has a +4 racial bonus on scent checks, which stacks with its racial bonus to Survival checks for purposes of tracking.

Frightful Presence (Ex): A Primal Tyrannosaurus can unsettle foes with its mere presence. The ability takes effect automatically whenever the tyrannosaur attacks, charges, or roars. Creatures within a radius of 10 feet × the tyrannosaur's Hit Dice are subject to the effect if they have fewer HD than the tyrannosaur. A potentially affected creature that succeeds on a DC19 Will save remains immune to that tyrannosaur's Frightful Presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. The save DC is Charisma-based.

Ignore Death (Ex): A Primal Tyrannosaurus possesses an incredible vitality that allows it to fight without penalty while at negative hit points, it also automatically makes any checks to become stable when it's in the dying condition. At the end of each round a Primal Tyrannosaurus is in negative hit points, the tyrannosaur must make a Fortitude check against a DC of DC of 10 plus 1 for every 10 negative hit points. If it fails, its ability to Ignore Death ends and it suffers the normal consequences of its negative hit points — disabled, dying or dead. A Primal Tyrannosaurus at –10 hit points or lower will take an additional 10 hit points of damage per round from its mortal wounds, applied just before it makes its Ignore Death check.

Ignore Death does not allow a Primal Tyrannosaurus to ignore the purely mechanical consequences of a wound. If one were to be decapitated by a vorpal sword, for example, its head would only be able to snap and glower impotently as it lay on the ground, while the rest of its body staggers about blindly like the world's scariest headless chicken.

Furthermore, a Primal Tyrannosaurus's life force is so strongly tied to its body they are exceptionally easy to raise from the dead. A raise dead spell cast on a Primal Tyrannosaurus is as effective as a resurrection, while a resurrection or higher spell can revive a Primal Tyrannosaurus regardless of how long it has been dead, even from fossilized remains that are millions of years old.

Instinctive Brute (Ex): Any effect that controls a Primal Tyrannosaurus's behaviour can only cause it to take actions that accord with its natural behaviour — basically hunt, fight, kill, eat and mate. If an outside agent orders it to, say, pass a meal when its hungry or pick some flowers, its primitive nervous system is literally incapable of processing the command.

Furthermore, a Primal Tyrannosaurus can continue acting if one of its mental attributes (Int, Wis or Cha) is reduced to zero, becoming a blind, mindless or characterless engine of destruction. It can be difficult to tell the difference.

A word of warning; the closest a Primal Tyrannosaurus has to the concept "friend" is that of "mate". Therefore placing a charm effect on one of these monsters can result in an unpleasant misunderstanding, or at worst a shocking experience!

Lashing Tail (Ex): A Primal Tyrannosaurus's tail has double the reach of a creature of its size. Its tail attack rolls are always penalized as if they were secondary attacks, even if it is the only attack they make in a round. Its tail-slap attacks apply 1½ times its damage bonus from strength.

The Primal Tyrannosaurus can also make a tail sweep attack as a standard action. The sweep affects a half-circle with a radius of 30 feet (40 feet for a Gargantuan tyrannosaur, 60 feet Colossal one), extending from an intersection on the edge of the tyrannosaur's space in any direction. The tail-sweep automatically inflicts 2d6+14 damage to all creatures within the affected area that are two or more sizes smaller than the tyrannosaur, halved if they make a DC 33 Reflex save.

The save DC is Strength-based.

Leaping Talons (Ex): As a full round action, a Primal Tyrannosaurus can jump to make two kick attacks, each kick is a +30 melee attack doing 3d6+14 damage. It can take 10 on its jump check, so an average Primal Tyrannosaurus can leap 40 feet horizontally, and can move up to a double move before attacking.

A Primal Tyrannosaurus can attack two separate targets with Leaping Talons if they are both within a space no wider than the tyrannosaur's reach. If the tyrannosaur uses both of its Leaping Talons' kick attacks against a creature two or more size categories smaller than itself it rolls for each attack but can only use the best result, since it can not strike such a lesser foe simultaneously with both feet.

Pounce (Ex): If a Primal Tyrannosaurus charges a foe, it can make a kick and a bite attack, including a Swallow Whole attempt if it succeeds in Seize Prey with the bite.

Primal Magic Resistance (Su): A Primal Tyrannosaurus is driven by primeval forces from before the dawn of magic, rendering them highly resistant to supernatural effects.

All Primal Tyrannosaurus are immune to any magical effect that alters its physical form, including ability drain, ability damage, death magic, energy drain, insanity, petrifaction and polymorph.

A Primal Tyrannosaurus has a spell resistance of 15 plus half its hit dice (SR24) against magical effects that cause paralysis, poison, stun, sleep or unconsciousness as well as mind-affecting abilities such as charm, fear and pain with the exception of rage effects, which affect it normally.

Note that a Primal Tyrannosaurus has no special resistance to non-magical poison or extraordinary attacks against abilities, such as blood drain.

Finally, a Primal Tyrannosaurus can attempt to burst out of any form of magical restraint with a swift action, whether the restraint is physical such as a resilient sphere or mental such as dominate monster. This requires a successful spell resistance check, even if the effect does not normally allow spell resistance, such as the wall of force spell. The Tyrannosaurus can make no more than one such attempt per round.

A Primal Tyrannosaurus will automatically try to burst any magical restraints it is under if it takes damage or perceives a rival or threat, even if it is magically denied its normal ability to declare actions by an effect such as paralysis, unconsciousness or domination.

Seize Prey (Ex): The Primal Tyrannosaurus can choose to start a grapple when it hits with a kick or bite attack, as though it had the improved grab special attack. If it gets a hold it can make a Worry attack on subsequent rounds. If the tyrannosaur gets a hold on a creature two or more sizes smaller, on subsequent rounds it can also opt to squeeze the creature for automatic bite or kick damage, or make a Swallow Whole attack against a creature held in its jaws.

A Primal Tyrannosaurus can seize two such lesser prey simultaneously, one in its jaws and one under a foot. The tyrannosaur is not considered flat-footed while seizing lesser prey and can attack into its threatened squares normally, including Attacks of Opportunity, although it has a –20 penalty on its grapple checks against its seized prey during rounds it attacks other foes and cannot make opportunity attacks with a natural weapon while it uses it to seize prey (i.e. it can only bite the opponent held in its jaws, not other foes).

The Primal Tyrannosaurus can move normally with a lesser victim held in its jaws. If it has a lesser prey seized in a foot it must make a grapple check as if moving with a pinned opponent, which counts as a Move action for the Tyrannosaurus instead of a standard action as per the basic grapple rules.

The Tyrannosaurus can drop a creature it has seized as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet travelled.

Swallow Whole (Ex): A Primal Tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+14 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaur’s gizzard. A swallowed creature can use a light slashing or piercing weapon to attack the gizzard (AC 16), if they deal 40 points of damage the Tyrannosaurus will spit them out. Only the creature that inflicted the damage exits; another swallowed opponent must force its own way out.

A Huge Primal Tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Toxic Jaws (Ex): A Primal Tyrannosaurus's fangs are swimming in toxic bacteria and stained with the deliquescing remains of its victims. Any creature bitten or worried by the Tyrannosaurus must make a DC 27 Fortitude save or contract the disease festering death. The save DC is Constitution-based.

Festering death — bite, Fortitude DC 27, incubation period 1d3 hours; damage 1d6 Str and 1d6 Con.

Trample (Ex): Reflex half DC 33. The save DC is Strength-based.

Worry (Ex): A Primal Tyrannosaurus can inflict 8d6+28 damage plus its Toxic Jaws attack by making a successful grapple check against a held opponent, tearing at its victim with its jaws and foreclaws. It can make a Worry attack instead of a regular bite attack when it makes a full attack with its bite and a tail-slap or kick.

A worry attack does the same damage as a critical hit from the Primal Tyrannosaurus's bite attack, including the Toxic Jaws effect. Should the bite attack have some additional effect it inflicts on a critical hit, the Primal Tyrannosaurus will inflict that with a worry attack if it rolls a 19–20 on its grapple check and then "confirms the critical" with a +31 melee attack.

Skills: A Primal Tyrannosaurus has a +10 racial bonus on Jump checks, a +8 racial bonus on Hide checks, a +4 racial bonus on Spot and Survival checks and a +2 racial bonus on Listen checks.

The Nightmare King (Maximized Primal Tyrannosaurus)
Colossal Magical Beast (Dire)
Hit Dice: 96d10+1344 (1872 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 28 (–8 size, +5 Dex, +21 natural) touch 7, flat-footed 23
Base Attack/Grapple: +96/+140
Attack: Bite +115 melee (6d6+26/17–20 plus toxic jaws and devastating critical) or kick +114 melee (5d6+26) or tail-slap +114 melee (4d8+39)
Full Attack: Bite +115 melee (6d6+26/17–20 plus toxic jaws and devastating critical) and kick +109 melee (5d6+13) or bite +115 melee (6d6+26/17–20 plus toxic jaws and devastating critical) and tail-slap +109 melee (4d8+39)
Special Qualities: Damage reduction 30, enhanced scent, fast healing 30, ignore death, instinctive brute, low-light vision, primal magic resistance (Immune to ability drain, ability damage, death magic, energy drain, petrifaction and polymorph, SR63 versus stun, paralysis, sleep, unconsciousness and mind-affecting abilities [except for rage], plus SR63 to burst magical barriers and constraints)
Saves: Fort +64, Ref +59, Will +57
Abilities: Str 62, Dex 20, Con 38, Int 1, Wis 16, Cha 10
Skills: Hide +15, Jump +60, Listen +35, Spot +35, Survival +20* [+24 when tracking by scent]
Feats: Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Critical (bite), Power Attack, Track, Weapon Focus (bite)
Epic Feats: Damage Reduction ×10, Epic Reflexes, Epic Will, Devastating Critical (bite), Fast Healing ×10, Great Wisdom, Overwhelming Critical (bite)
Environment: Warm forests and plains
Organization: Solitary (thank Pelor!)
Challenge Rating: 42
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

There may only be one of these enormous monsters in existence, called The Nightmare King by some and worshipped as a God of Death by others, this creature may be the largest and most powerful natural being in the land, unless those legends about a 160 foot tall ape are true.

No sage has ever succeeded in measuring the Nightmare King, some estimates of its size exceed 200 feet in length and 1,000 tons in weight.

Note that due to the Nightmare King's Ignore Death and Fast Healing abilities even if its negative hit points are reduced past death it will heal at 20 hit points per round so long as it succeeds on its Ignore Death Fortitude saves. Rumour insists the Nightmare King is a living immortal, able to survive and heal back from any injury.

If the Nightmare king rolls 17–20 on its grapple check when making a Worry attack it threatens a critical, which includes the effects of its Overwhelming Critical and Devastating Critical feats, if confirmed with a +115 melee attack the critical results in 13d6+52 damage and a DC84 Fort save versus death instead of the worry's regular 12d6+52 damage.

Design Notes
See the thread Modifying Under Performing SRD Monsters, or "Building A Better Otyugh" for the original Enworld forum discussion on this monster and how to "improve" the SRD Tyrannosaurus.


Build Notes
Abilities: Str 39, Dex 12, Con 26, Int 1, Wis 15, Cha 10?
Skill Ranks (21 SPs): Hide 4S+8R+1Dex–8size, Jump 2S+14Str+10R+4speed, Listen 5S+2R+2Wis, Spot 6S+4R+2Wis, Survival 4S+4R+2Wis
=> Skills: Hide +5, Jump +30, Listen +9, Spot +12, Survival +10* [+14 when tracking by scent]

The Epic version will have fast healing and damage reduction. Oh boy!

Abilities: Str 62, Dex 20, Con 38, Int 1, Wis 16, Cha 10
Skills Ranks (99 SPs): Hide 18S+8R+5Dex–16size, Jump 10S+26Str+10R+4speed, Listen 30S+2R+3Wis, Spot 28S+4R+3Wis, Survival 13S+4R+3Wis
=> Skills: Hide +15, Jump +60, Listen +35, Spot +35, Survival +20* [+24 when tracking by scent].
33 feats
Cleave, Combat Reflexes, Great Cleave, Improved Critical (bite), Lightning Reflexes, Power Attack, Track, Weapon Focus (bite)
Damage Reduction ×10, Epic Reflexes, Epic Will, Devastating Critical (bite), Fast Healing ×10, Great Wisdom, Overwhelming Critical (bite)

Devastating Critical (+1d6 damage and DC58+26 Fort save vs death = DC 84)
size increase +16 Str, +8 Con
19 ability increases from Advancement – +7 Str,+8 Dex, +4 Con
 
Last edited:

Cleon

Legend
Additional Prehistoric Animals
The following entries will include many dinosaurs, both individual species/genera and generic types of dinosaur, as well as other extinct animals. Those without "Redux" added after the name will be creatures without officially published 3E stats, those with Redux are alternatives to the official version(s). Most or all of the conversions are likely to be animals that lived during the Mesozoic.
 

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