Dinosaur, Generic Herbivore
by Jamie BatyHerbivore, Armoured
RC 166
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armour Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +4/+13
Attack: Tail +8 melee (2d6 +5)
Full Attack: Tail +8 melee (2d6 +5) and bite +6 melee (1d8 +2) and gore +6 melee (1d8 +2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Armour spikes, trample
Special Qualities: Low-light vision
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 21, Dex 15, Con 19, Int 2, Wis 14, Cha 10
Skills: Hide -2, Listen +11, Spot +11, Survival +5
Feats: Alertness, Improved Bull Rush, Multiattack
Environment: Any land
Organisation: Solitary, Pair, Family (2-5), or Herd (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-12 (Huge)
Level Adjustment: -The armoured herbivore is similar to its medium brethren, with the exception of bony plates, spikes and other defensive physical features. They can be very aggressive- moreso than other herbivore types.
Combat
Armoured herbivores are dangerous in a fight. They will often attempt to trample foes. In melee, they swing their massive tails, and will use a gore and bite attack.Armour Spikes (Ex): Any creature that successfully grapples an armoured herbivore automatically takes 1d4 damage from spikes on the creature. This damage occurs every round the grapple is maintained
Trample (Ex): As a full-round action, an armoured herbivore can make a trample attack against any creature medium size or less. Targets are allowed a reflex save (DC 18 half). Trample damage is 2d6 +7. The save DC is Str based.
Skills: An armoured herbivore has a +4 racial bonus to Spot and Listen checks.
Herbivore, Large
RC 166
Huge Animal
Hit Dice: 13d8+78 (136 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armour Class: 17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple: +9/+25
Attack: Tail +15 melee (2d6 +8)
Full Attack: Tail +15 melee (2d6 +8) and stamp +13 melee (2d6 +4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample
Special Qualities: Low-light vision
Saves: Fort +14, Ref +10, Will +8
Abilities: Str 27, Dex 15, Con 23, Int 2, Wis 14, Cha 10
Skills: Hide -6, Listen +12, Spot +12, Survival +6, Swim +12
Feats: Alertness, Improved Initiative, Iron Will, Multiattack, Power Attack
Environment: Any Warm land
Organisation: Solitary, Pair, or Family (2-5)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan)
Level Adjustment: -These huge creatures often stand in swamp or shallow waters, both to support their vast bulks and to avoid predators. They often have long necks and tails.
Combat
These great creatures rarely fight and will avoid combat. If cornered they will attempt to stamp an opponent with a foreleg or slap it with its tail. If sufficiently angered, they will trample opponents.Trample (Ex): As a full-round action, a large herbivore can make a trample attack against any creature large size or less. Targets are allowed a reflex save (DC 24 half). Trample damage is 3d6 +12. The save DC is Str based.
Skills: A large herbivore has a +4 racial bonus to Spot and Listen checks.Herbivore, Medium
RC 166
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +3 (+3 Dex)
Speed: 20 - 40 ft. (8 squares)
Armour Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Tail +7 melee (1d8 +4)
Full Attack: Tail +7 melee (1d8 +4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample
Special Qualities: Low-light vision
Saves: Fort +9, Ref +8, Will +4
Abilities: Str 19, Dex 17, Con 19, Int 2, Wis 14, Cha 10
Skills: Hide +0, Listen +11, Spot +11, Survival +4, Swim +8*
Feats: Alertness, Improved Bull Rush, Run
Environment: Any Warm land
Organisation: Solitary, Pair, Family (2-5), or Herd (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-12 (Huge)
Level Adjustment: -Medium herbivores are non-aggressive unless their nests are threatened. Like their smaller relatives, they can be very unpredictable when cornered. Most of these are four-legged browsing dinosaurs; some are amphibious, and will move into nearby water to escape predators.
Combat
Medium herbivores will attempt to trample their foes if possible. Otherwise they will attack with their powerful tails.Trample (Ex): As a full-round action, a medium herbivore can make a trample attack against any creature medium size or less. Targets are allowed a reflex save (DC 17 half). Trample damage is 2d6 +6. The save DC is Str based.
Skills: A medium herbivore has a +4 racial bonus to Spot and Listen checks. *An amphibious species also has a +4 racial bonus to swim checks.
Herbivore, Small
RC 166
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3 (+3 Dex)
Speed: 30 - 60 ft. (12 squares)
Armour Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: 0/-5
Attack: Bite +0 melee (1d4 -1)
Full Attack: Bite +0 melee (1d4 -1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 8, Dex 16, Con 14, Int 2, Wis 14, Cha 10
Skills: Hide +11, Listen +10, Spot +10
Feats: Alertness
Environment: Any Warm Land
Organisation: Solitary, Pair, Family (2-5), or Herd (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small); 4-6 HD (Medium)
Level Adjustment: -Small herbivores are usually non-aggressive and will avoid threats. If frightened or cornered they can be very unpredictable. From a distance, small herbivores can be mistaken for small carnivores.
Combat
If forced to fight, a small herbivore will attack with its bite.
Skills: A small herbivore receives a +4 racial bonus to all hide, spot, and listen checks.