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Tyrannosaurus Molior

by Jamie Baty

CM7 16
Huge Construct
Hit Dice: 20d10+40 (150 hp)
Initiative: +0
Speed: 40 ft. (8 squares) (can't run)
Armour Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +15/+34
Attack: Bite +24 melee (6d6 +11)
Full Attack: Bite +24 melee (6d6 +11)
Space/Reach: 15 ft./10 ft.
Special Attacks: Hurl, improved grab
Special Qualities: Construct traits, darkvision 60ft., low-light vision
Saves: Fort +6, Ref +6, Will +8
Abilities: Str 32, Dex 10, Con -, Int -, Wis 15, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organisation: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 21-40 HD (Huge); 41-60 HD (Gargantuan)
Level Adjustment: -

The creature known as a Tyrannosaurus Molior is a construct meant to look like a Tyrannosaurus Rex. One known example guards the Lizard key in the ancient Elven Lands.

A Tyrannosaurus Molior is almost always ordered to guard something. It will unquestioningly perform this duty. It attacks with a terrible bite, and will hurl foes away from its charge.

Hurl (Ex): As a standard action, any creature grabbed by the Tyrannosaurus Molier's bite may be hurled 10d10 ft in a random direction. The victim suffers 1d6 damage per 10ft thrown. A Reflex save vs DC 31 (Str based) is allowed for half damage.

Improved Grab (Ex): If a Tyrannosaurus Molier hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. A grabbed creature may be hurled in the following round, or may continue to be held, in which case the Tyrannosaurs Molior automatically inflicts bite damage each round the victim is held.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.