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D. Equipos para localizar fugas
way to throw your characters for a loop. Just when they think it’s yet another stegosaurus...
These unusual specimens never associate with normal ani-mals of their kind. If the creature is geographically isolated from the rest of its kind, call it a subspecies. It is possible to encounter entire herds of subspecies dinosaurs. If the animal is not isolated, however, it is a mutation of some sort, and no more than one fam-ily will ever be encountered.
Table 5-5 provides a guide for randomly determining sub-species and mutations. Roll again if you get a result that is redun-dant or doesn’t make sense (like a kronosaurus that can breathe underwater or a sneaky brachiosaurus).
Avoid the temptation to overpopulate your world with anom-alies. No more than 1 out every 1,000 creatures will be a subspecies or mutation – and even then, the mutation may be insignificant.
Side note: One of the more interesting evolutionary routes is
Table 5-1: Color Schemes and Chance of Variant
Creature Common Colors % Chance of Variant
Habitat Unusual None
Albertosaurus Red 01-03 04-06 07-100
Allosaurus Yellow, red, blue 01-05 06-10 11-100
Ankylosaurus Yellow, brown 01-05 06-07 08-100
Bactrosaurus Gray, green 01 02-04 05-100
Brachiosaurus Brown, gray, olive 01 02-03 04-100
Camptosaurus Green, gray 01-06 07-12 13-100
Ceratosaurus Olive, brown 01-02 03-05 06-100
Compsognathus Blue-gray 01 02 03-100
Deinosuchus Dark green 01-02 03-05 06-100
Dimetrodon Red, blue 01-03 06-15 16-100
Dryosaurus Pale green, tan 01 02-03 04-100
Edaphosaurus Brown, green 01-03 06-15 16-100
Edmonotosaurus Gray, green, brown 01 02-04 05-100
Elasmosaurus Brown w/ gray spots N/A 01-03 04-100
Iguanodon Green, gray 01-06 07-12 13-100
Kronosaurus Brown w/ tan stripes N/A 01 02-100
Leptoceratops Brown, tan 01 02 03-100
Monoclonius Tan, green 01 02-03 04-100
Ornitholestes Pale red 01-05 06-10 11-100
Oviraptor Black, gray, white 01-05 06-10 11-100
Pachycephalosaurus Brown, gray 01-02 03-04 05-100
Parasaurolophus Gray, brown 01 02-04 05-100
Plesiosaurus Grayish-red N/A 01-05 06-100
Protoceratops Green, brown, blue 01-10 11-20 21-100
Protosuchus Brown, tan, dark gray 01-05 06-08 09-100
Pteranodon Gray 01 02 03-100
Pterodactylus Gray 01 02 03-100
Quetzalcoatlus Gray 01 02 03-100
Spinosaurus Dark gray, black 01 02-10 11-100
Stegoceras Brown, gray 01-02 03-04 05-100
Stegosaurus Brown, blue, gray 01-05 06-15 16-100
Stenonychosaurus Pale gray-blue 01 02 03-100
Styracosaurus Green, olive 01 02-03 04-100
Tanystropheus Green, olive 01-03 04-06 07-100
Therizinosaurus Green, brown 01-02 03-05 06-100
Triceratops Brown, olive, black 01-10 11-25 26-100
Tyrannosaurus Rex Brown, olive, black 01-15 16-30 31-100
Velociraptor Brown, black, green 01-15 16-30 31-100
Vulcanodon Red and yellow 01-05 06-10 11-100
that followed by the cetaceans. The modern cetaceans are known as whales... but their ancestors were land-dwellers. This means they evolved from primitive sea-dwelling amphibious mammals to land-dwelling ungulates, then back to the sea as the whales we know. If you really want to throw a monkey-wrench into your campaign, the cetaceans provide empirical precedent for an evo-lutionary process that could result in plesiosauruses with legs or allosauruses with fins...
A Note on Stats
As noted in the Broncosaurus Rex Core Rulebook, we treat dinosaurs as type animal, not beast as in the core d20 rules.
Nevertheless, we have given our dinosaurs the hit dice of beasts (d10), not animals (d8), to conform to previously published d20 stats for dinosaurs. A T-rex on Cretasus shouldn’t be any less
tough than a T-rex in another d20 game just because one is an ani-mal and the other is a beast!
You may notice one other inconsistency in our stat blocks: we do not always apply Str bonuses evenly across all of an animal’s attacks. Str bonuses are applied based on how the creature’s mus-cular system works. Many large herbivores are have strong legs and bodies, but their jaws are quite weak. In game terms, the crea-ture’s Str bonus should not apply to its bite. Or, for a more dra-matic example, consider the T-rex. The muscles in a T-rex’s jaw and neck are much more powerful than the muscles in its arms.
Some paleontologists conjecture that T-rex’s arms could only lift 50 pounds! The legendary crushing power of the T-rex’s jaws makes it obvious that there are two Str stats at work here: one for the jaws, and one for the arms. This “relevant muscular group”
approach to Str bonuses is why some Broncosaurus Rex dinosaurs do not have Str bonuses applied evenly to all of their attacks.
Table 5-5: Subspecies and Mutations
d% Mutation Effect
01-02 Fur or feathers Extremely rare specimen on cusp of major physi-ological evolution – of great value to biologists 03-10 Unusual color Roll on tables 5-3 and 5-4
11-15 Short legs Speed half normal
16-20 Long legs Speed twice normal
21-30 Long neck or tail Double range of bite or tail attack
31-35 Poisoned bite Injury causes poison – DC 1d10+10, initial and secondary damage of 1d3 to (roll 1d4) Dex (1), Str, (2), Con (3), or Int (4)
36-40 Spits poison Range 1d6 x 10 feet – poisoned touch attack – determine type as above
41-45 High intelligence +2d4 Int
46-50 Opposable thumbs/claws Depending on Int, may have advanced tools and weapons
51-55 Very strong +2d4 Str; this increases attack bonus and dam-age
56-65 Very fast Increase speed by 50%, +1d4 Dex
66-70 Chameleon Can change color to suit environment: one-half concealment at all times (20% miss chance) due to ability to blend in to background, +15 to Hide checks
71-75 Breathe underwater Can breathe underwater indefinitely
76-80 Swim/walk Swimming (walking) speed equal to normal speed
81-85 Good eyesight +6 to Spot checks
86-90 Good hearing +6 to Listen checks
91-95 Canny +6 to Bluff checks
96-100 Sneaky +6 to Hide and Move Silently checks
ALBERTOSAURUS (“PACKMOUTHS”)
Albertosaurus Huge Animal Hit Dice: 14d10+42 (119 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 14 (-2 size, +2 Dex, +4 natural)
Attacks: Bite +15 melee, kick +6 melee Damage: Bite 3d8+9, kick 1d6+3
Face/Reach: 10 ft. by 10 ft./15 ft. bite, 10 ft. kick Special Attacks: None
Special Qualities: Scent
Saves: Fort +12, Ref +11, Will +8 Abilities: Str 24, Dex 14, Con 17,
Int 7, Wis 18, Cha 10
Skills: Listen +8, Spot +8, Wilderness Lore +5 Climate/Terrain: Warm forest, plains
Organization: Pack (7-12 adults and 1-6 young) Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral Advancement: 15-21 HD (Huge)
Albertosauruses are highly social carnosaurs, slightly smaller than allosaurus. They reach 30 feet in length. Unlike allosauruses, ceratosauruses, and tyrannosauruses, they are pack animals, and as many as a dozen will hunt together. A keen observer will quick-ly distinguish an albertosaurus from other theropods by the way it moves: it is quite agile and light on its feet for a creature its size.
SOCIETY
Albertosaurus live in packs of up to a dozen adults. During mating season, the pack may have as many as half that number of additional young. Albertosaurus packs are ruled by the largest ani-mal, who may be male or female, as both genders grow to similar proportions.
Albertosaurus packs spend their time much as lions do.
Almost all of their day is spent lounging in the shade. When an opportunity presents itself, they will rise groggily, shake them-selves awake, and stalk a potential meal. Albertosaurus packs are not against attacking large herds of herbivores, which they will try to splinter into smaller groups that can be safely attacked.
All large theropods compete for hunting grounds. Because of their pack nature, albertosaurus are a particular threat to their competitors. Although an allosaurus or tyrannosaurus would eas-ily win a one-on-one fight, they are almost always outnumbered because albertosaurus travel in packs. Enemies of albertosauruses focus on ambushes and hit-and-run tactics when fighting them.
They also make a concerted effort to kill albertosaurus youth whenever they get the chance.
Albertosauruses speak their own language, Albertosaur, which has no dialects.
COMBAT
Albertosauruses are enthusiastic hunters. They enjoy stalk-ing, chasstalk-ing, and fighting prey. They attack with their jaws. When
Statistics For Dinosaurs And Other Creatures
fighting at close range, they also employ short, powerful strikes with their well-clawed hind legs. They are the only large theropods to employ kick attacks.
BYPRODUCTS
Ranchers hate alber-tosauruses. Because of their pack habits, they can do more damage in a shorter time than any other large theropod. Many ranchers offer a standing bounty for any albertosaurus killed on their land.
Albertosaurus skins can be used to make one suit of human-sized masterwork hide armor, and their claws and teeth can be used to make daggers. An intact hide can be sold for $400. A full set of claws and teeth can be sold for $200.
Albertosauruses are no easier to train than most
other large theropods, so their eggs are not in especially high demand. The Dino Warriors will occasionally purchase them, though they prefer allosaurus and T-rex eggs. A single alber-tosaurus egg can fetch $200.
TRAINING
Young albertosaurus can be trained as mounts at DC 27, while adults can be trained at DC 34. An adult albertosaurus can carry 2,000 pounds.
There are many kinds of ceratopsians on Cretasus, with triceratops being the best known. But several smaller varieties also inhabit the planet, and their small size makes them preferred for many domestic uses. All share the same basic build, similar to a triceratops, with the arrangement of their horns being their defining characteristic.
Styracosaurus has a crown of horns emerging from its neck crest. Unlike the horns of a triceratops, these horns point to the side, not the front. Three long horns protrude from each side of the crest, as well as many smaller horns along the crest’s edge and a shorter spike on the creature’s nose.
Monoclonius has only a single horn coming from its snout, but it is long and deadly.
Styracosaurus can grow as long as 18 feet, but most speci-mens are shorter. Monoclonius is slightly larger, with some known to have reached 20 feet. These lengths include their tails and their rather long skulls; their bodies are only about half as long.
SOCIETY
These ceratopsians share similar societal traits. Like tricer-atops, they wander in herds without fixed leaders. Males compete for mating rights in non-lethal contests, but are otherwise not combative. The various herds ignore each other except in cases of territorial infringement.
Styracosaurus and monoclonius follow migration patterns, much like triceratops. They travel the same circuit year after year.
CERATOPSIANS (“HORN LIZARDS,” “BRONCOS”)
Styracosaurus (“Thrasher”) Monoclonius (“Longhorn”)
Large Animal Large Animal
Hit Dice: 6d10+30 (63 hp) 6d10+30 (63 hp)
Initiative: -1 (Dex) -1 (Dex)
Speed: 20 ft. 30 ft.
AC: 14 front (-1 size, -1 Dex, +6 natural), 14 front (-1 size, -1 Dex, +6 natural),
10 sides (-1 size, -1 Dex, +2 natural) 10 sides (-1 size, -1 Dex, +2 natural)
Attacks: 3 gores +7 melee Gore +7 melee
Damage: Gore 1d4+4 Gore 1d10+4
Face/Reach: 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft.
Special Attacks: None Charge for double damage
Special Qualities: Scent Scent
Saves: Fort +10, Ref +4, Will +3 Fort +10, Ref +4, Will +3 Abilities: Str 18, Dex 9, Con 20, Str 19, Dex 9, Con 21,
Int 5, Wis 12, Cha 6 Int 6, Wis 12, Cha 6
Skills: Listen +2, Spot +2 Listen +2, Spot +2
Climate/Terrain: Warm forest and hills Warm plains
Organization: Pair or herd (9-16) Herd (21-40)
Challenge Rating: 4 4
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 7-9 HD (Large) 7-9 HD (Large)
COMBAT
Ceratopsians are herbivores. They don’t attack unless threat-ened. Predators are obviously a threat, as are any creatures that can endanger their nesting grounds. Since the arrival of man, cer-atopsians have learned to fear humans, who hunt them and rope them. Most herds will go on alert at the sight of a human.
The AC of a ceratopsian depends on the angle of attack. Any attack coming from the forward 90° arc hits the neck crest, which has a much higher AC than the creature’s fleshy sides.
If forced to fight, all ceratopsians fight with their horns.
Styracosaurus is the least graceful– its sideways-facing horns make it hard to directly gore an enemy, so it comes in close and thrashes its head around wildly. The sheer number of horns being flailed about makes this attack quite dangerous. The damage inflicted by this counts as slashing, not piercing.
Monoclonius makes powerful stabbing motions with the long horn that extends from its snout. The horn inflicts double damage on a charge.
BYPRODUCTS
Both monoclonius and styracosaurus are valued as mounts.
They are small and easily handled (compared to their larger cousins, at least). However, their eggs are not particularly valu-able, as they have been heavily domesticated and are easy to acquire from tame creatures. Eggs can be sold for $10 each to ranchers for breeding, or for much less to farmers for dinner!
TRAINING
Adult monoclonius and styracosaurus are the size of very large oxen (not counting their tails, of course!) and are now in common use as mounts and beasts of burden. Both can be trained as adults at DC 22, or as youth at DC 18. Fully grown styracosaurus can carry 1,200 pounds, and monoclo-nius can carry 1,400 pounds.
CHEIROLEPIS (“NEEDLE-BITER”)
Cheirolepis
Tiny Animal (Aquatic) Hit Dice: 1/2 d8 (2 hp)
Initiative: +2 (Dex)
Speed: Swim 10 ft.
AC: 15 (+2 size, +2 Dex, +1 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6-3
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: None Special Qualities: None
Saves: Fort +2, Ref +4, Will +1 Abilities: Str 4, Dex 14, Con 10,
Int 1, Wis 12, Cha 1
Skills: Spot +3
Feats: Weapon Finesse (bite) Climate/Terrain: Temperate aquatic Organization: School (4-40) Challenge Rating: 1/4
Treasure: Standard
Alignment: Always neutral
Advancement:
-Cheirolepis is a primitive predatory fish that lives in slow-moving water, such as swamps. It grows up to 22 inches long, has thick, heavy scales, and has large eyes at the front of its armored head. Its most unusual feature is its mouth, which is filled with irregular rows of sharp, angled teeth. Although its jaw is only four inches long, cheirolepis can open its mouth wide enough to engulf prey up to two-thirds of its length. A single cheirolepis is no danger to a human, but a school of them can tear apart prey much larger than them-selves.
COMBAT
Cheirolepis will attack just about anything when they are hungry. Characters moving through swampy areas are bound to encounter them.
DRYOSAURUS (“GRASS-RUNNER,”
“DINOSAUR GAZELLE”)
Dryosaurus Large Animal
Hit Dice: 4d10 (22 hp)
Initiative: +3 (Dex)
Speed: 70 ft.
AC: 13 (-1 size, +3 Dex, +1 natural)
Attacks: Bite +0 melee
Damage: Bite 1d4
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: None Special Qualities: None
Saves: Fort +4, Ref +7, Will +2 Abilities: Str 11, Dex 17, Con 10,
Int 3, Wis 12, Cha 10
Skills: Spot +10, Listen +8, Jump +10 Climate/Terrain: Warm plains
Organization: Herd (41-60+) Challenge Rating: 1
Treasure: None
Alignment: Always neutral Advancement: 6-8 HD (Huge)
Dryosaurus is a recently discovered dinosaur native to the northwestern plains. It has been nicknamed the “dinosaur gazelle”
for its constant sprinting, playful antics, alert herds, and jumping behavior.
Dryosaurus’ speed makes it valuable as a mount, and the few that have been brought back from the northwestern plains have been sold for high prices to New Savannah residents. There is a great demand for faster dinosaur mounts, and the first person to raise a herd of trained dryosauruses will be very successful. So far, however, their natural habitat is so distant that no one has man-aged this.
Although dryosaurus reaches a length of 13 feet, it is very lightweight. Half of its length is its straight, counter-balancing tail. Its hips are only a foot or so taller than a human’s hips. Its skeletal structure is much more substantial than many of the other fleet-footed dinosaurs, so it can carry a human mount.
SOCIETY
Dryosauruses dart across the northwestern plains in enor-mous herds. At watering holes or good grazing areas, several herds sometimes coalesce into even larger uber-herds, which then dissipate as the constituent herds move on separately.
A herd of dryosauruses is marked by the fact that at least half the animals are always alert. The herd is always scouting for potential danger. At the slightest sign of trouble, they jump up and
prance off. Their alertness combined with their great speed makes them difficult prey.
Dryosaurus herds do not have a single leader or an organized social system. They are social creatures but they lack a complex language.
During mating season, the entire herd stops for five weeks to tend to the eggs. As soon as the eggs hatch, the herd immediately moves on and the young learn very quickly how to walk, run, and jump. The herd is most vulnerable during mating season, when it loses the mobility that protects it from predators; dryosauruses carefully conceal their nests during this time.
COMBAT
Dryosauruses do not like to fight. Given the choice, they retreat from combat. Their speed, agility, and jumping ability give them the ability to outrun or outmaneuver most opponents. If cor-nered, they use their bite until they get an opening to retreat.
BYPRODUCTS
Dryosaurus are playful and cute – a difficult standard for most dinosaurs to meet. Humans enjoy their presence. A trained adult dryosaurus currently fetches $3,000 in the New Savannah livestock markets. Eggs would probably fetch $350 each or more, but none have been brought back. Prices are high, because demand exceeds supply. As more dryosauruses are caught, these prices will fall. But there will always be a demand for them, as they are very fast mounts.
TRAINING
Dryosauruses can carry up to 250 pounds. An adult can be trained at DC 20, and a youth at DC 16.
DUNKLEOSTEUS (“HELMET-FISH”)
Dunkleosteus
Large Animal (Aquatic)
Hit Dice: 6d8+6 (33 hp)
Initiative: +0
Speed: Swim 60 ft.
AC: 15 (-1 size, +6 natural)
Attacks: Bite +6 melee
Damage: Bite 1d8+3
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Improved Grab, Grind Special Qualities: None
Saves: Fort +6, Ref +5, Will +2 Abilities: Str 16, Dex 11, Con 13,
Int 1, Wis 10, Cha 1
Skills: Spot +3
Climate/Terrain: Any aquatic
Organization: Solitary or school (2-5) Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 7-12 HD (Huge), possibly larger The dunkleosteus is a barrel-shaped primitive fish with massive armored plates covering its head. This bony shield extends as far as its pectoral fins, giving its scale-less body and eel-like tail a moder-ate degree of maneuverability. The most frightening feature of dun-kleosteus is its jaws. It does not have teeth; rather, it has two large dental plates with varied edges. The fronts are edged with powerful fangs, while the back are flat, molar-like surfaces for grinding.
Most dunkleosteus are 12 to 15 feet in length. However, a few survive to reach a size of near-invulnerability, at which point they continue growing almost indefinitely. The largest dunkleosteus known was 35 feet long, but there are doubtless even larger ones swimming the seas.
COMBAT
Dunkleosteus lurks below the surface of the water waiting for prey. It has been found in water as shallow as four feet; in such circumstances, characters who pass Spot checks may see the dun-kleosteus’ silhouette under the water before it attacks (DC 8 to 12 depending on the water’s clarity). Because they patrol fixed terri-tories, the remains of former kills may be found in the area. This means treasure – but it might be underwater!
Improved Grab (Ex): Dunkleosteus attack with a ferocious bite. Once they land a successful bite, they lock their jaws and begin grinding with the rear section of their dental plates. This quickly dissolves most victims. A dunkleosteus may use its improved grab ability if it lands a bite attack.
Grind (Ex): A target grabbed by a dunkleosteus will be sub-jected to a gruesome grinding by its rear dental plates. The grind-ing does 2d8+6 damage on a successful grapple check. The dun-kleosteus cannot use its bite attack while it is grinding an enemy.
EURYPTERID (“SEA SCORPION”)
Eurypterid
Medium-Size Vermin (Aquatic)
Hit Dice: 3d8 (13 hp)
Initiative: +2 (Dex)
Speed: 10 ft., swim 30 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: Claws +4 melee
Damage: Claws 1d6
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: None Special Qualities: Vermin
Saves: Fort +3, Ref +2, Will +0 Abilities: Str 11, Dex 14, Con 10,
Int -, Wis 10, Cha 2
Skills: Spot +6
Feats: Weapon Finesse (claws)
Climate/Terrain: Any aquatic
Organization: Solitary or pack (2-5) Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large) Eurypterids are ancient arthropods that resemble aquatic scorpions. They have two long pincers extending from their head, which they use to catch their prey. Their tail has small barbs but is used to swim, not fight, and it does not have poison glands. The
Advancement: 4-6 HD (Medium), 7-9 HD (Large) Eurypterids are ancient arthropods that resemble aquatic scorpions. They have two long pincers extending from their head, which they use to catch their prey. Their tail has small barbs but is used to swim, not fight, and it does not have poison glands. The