Hyena
This hyena is covered in shaggy, tan-colored fur with black and brown stripes.
Hyenas are pack hunters infamous for their cunning and their unnerving, laughter-like vocalizations. They are largely scavengers, but aren’t above supplementing their diet of carrion with fresh prey. Hyenas tend to hunt alone, but when hunting as a pack they typically send one or two members against a foe’s front while the rest of the pack circles and attacks from behind. Many of the savage humanoid races, particularly gnolls, use hyenas as guard dogs. Such hyenas typically wear leather barding and are trained from birth to be vicious and savage—many such creatures are advanced hyenas.
N Medium
Init +2; Senses , ; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee bite +3 (1d6+3 plus trip)
STATISTICS
Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Base Atk +1; +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6 (+10 in tall grass)
Racial Modifiers +4 Stealth in tall grass
ECOLOGY
Environment warm plains
Organization solitary, pair, or pack (3–12)
Treasure none
Troodon
This small, slender-necked dinosaur’s bright, inquisitive eyes seem to miss nothing.
The swift, curious troodons are unusually quick to learn, and some can even mimic human speech in the manner of a parrot. A troodon is 3 feet tall and just over 6 feet long from nose to tail. It weighs 50 pounds.
N Medium
Init +2; Senses , ; Perception +10
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +2
OFFENSE
Speed 40 ft.
Melee bite +3 (1d6), 2 claws +3 (1d4)
STATISTICS
Str 11, Dex 15, Con 14, Int 2, Wis 14, Cha 13
Base Atk +1; +1; CMD 13
Feats Weapon Finesse
Skills Perception +10, Stealth +6
Racial Modifiers +4 Perception
SQ easily trained
ECOLOGY
Environment warm plains
Organization solitary, pair, or pack (3–12)
Treasure none
SPECIAL ABILITIES
Easily Trained (Ex) A troodon is unusually quick to pick up tricks and animal training. All Handle Animal checks made to train a troodon gain a +2 bonus. A troodon can learn an additional 2 tricks beyond what an animal of its intelligence can normally be taught.
Cheetah
This large, sleek feline has a golden coat spotted with black. Its long and powerful legs are obviously capable of great speed.
The cheetah is a swift and deadly predator capable of moving with incredible speed, allowing it to run down unsuspecting foes hundreds of feet away. The hunting cat avoids areas of dense and tangled undergrowth, but has great skill at lying in wait in tall grass. An adult cheetah is 4-1/2 feet long and weighs 140 pounds.
N Medium
Init +8; Senses , scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
OFFENSE
Speed 50 ft.; sprint
Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)
STATISTICS
Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; +5; CMD 19 (23 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass)
Racial Modifiers +4 Stealth in tall grass
ECOLOGY
Environment warm plains
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Sprint (Ex) Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.
Moa
Standing on muscular legs that end in enormous talons, this flightless bird is almost twice the height of a man.
Moas are large, flightless birds that, with their necks outstretched, stand nearly as tall as ogres. They roam the grasslands feeding on the thick grasses and shrubs that are mostly inedible to smaller birds and mammals. While these birds are gigantic, they are rather docile and skittish, preferring to flee than fight. They can become aggressive when faced with predators or perceived threats to their young or food sources. In these cases, the larger birds of a colony or group move forward to protect the young and weak moas of the flock. These larger moas leap into the air and lash out with both of their broad, sharp talons to inflict grievous wounds. A full-grown moa can weigh as much as 500 lbs.
N Large
Init +7; Senses ; Perception +9
DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Melee 2 talons +4 (1d6+3)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 17, Dex 16, Con 14, Int 2, Wis 11, Cha 9
Base Atk +2; +6; CMD 19
Feats Improved Initiative, Skill Focus (Perception)
Skills Perception +9
ECOLOGY
Environment warm plains
Organization solitary, pair, group (3–5), or colony (6–100)
Treasure none
Dire Hyena
This large hyena has a thick head, rheumy red eyes, and a mouth filled with sharp, powerful teeth.
Dire hyenas (known to many as hyaenodons) are more fearsome than their smaller cousins. While hyaenodons won’t turn down carrion as a handy meal, they much prefer to hunt for prey. A pack of dire hyenas rarely stops moving and hunting for anything other than sleep, mating, or food. Hyaenodons are 6 feet tall at the shoulder and often over 12 feet long. They weigh 900 pounds. Gnolls have been known to train hyaenodons to serve in their lairs as guardians, or more commonly as fearsome mounts.
N Large
Init +2; Senses , ; Perception +8
DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 26 (4d8+8)
Fort +6, Ref +6, Will +2
OFFENSE
Speed 50 ft.
Melee bite +6 (2d6+6 plus trip)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Base Atk +3; +8; CMD 20 (24 vs. trip)
Feats Skill Focus (Perception, Stealth)
Skills Perception +8, Stealth +7 (+11 in tall grass or heavy undergrowth)
Racial Modifiers +4 Stealth in tall grass
ECOLOGY
Environment warm plains
Organization solitary, pair, or pack (3–8)
Treasure incidental
Giraffe
This animal, covered in a spotted pattern, has a disproportionately long neck that allows it to tower over other animals.
These long-necked animals roam across plains in loose-knit groups, grazing on the upper reaches of acacia trees. Giraffes usually avoid conflict. However, when its young are threatened or if the giraffe is cornered, it attacks ruthlessly, striking with its powerful hooves. Giraffes rarely use their necks to make slam attacks unless they are fighting among themselves as part of their mating displays. A giraffe is between 16 and 20 feet tall and weighs 3,500 pounds.
N Huge
Init +2; Senses ; Perception +8
DEFENSE
AC 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size)
hp 30 (4d8+12)
Fort +7, Ref +6, Will +2
OFFENSE
Speed 50 ft.
Melee 2 hooves +6 (1d8+5), slam +1 (1d8+2)
Space 15 ft.; Reach 10 ft.
STATISTICS
Str 20, Dex 15, Con 16, Int 2, Wis 13, Cha 7
Base Atk +3; +10; CMD 22 (26 vs. trip)
Feats Endurance, Run
Skills Perception +8
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–10)
Treasure none
SPECIAL ABILITIES
Natural Weapons (Ex) A giraffe’s hoof attacks are primary attacks and its slam attack is a secondary attack.
Lion
This great cat’s muscles flex visibly under its skin as it bares its fangs and shakes its thick mane of hair.
Male lions are 5 to 8 feet long and weigh 330 to 550 pounds. Females are slightly smaller but use the same statistics. Lions are usually the top animal predators in their territories, though they resort to scavenging if convenient or necessary. They may kill other predators (such as leopards and hyenas) that encroach upon their haunts, but rarely eat these kills unless game is scarce. Most lions do not selectively hunt humanoids, but occasionally one learns what easy kills they are and becomes a man-eater. Lions prefer plains but can adapt to living in shallow caves as long as there’s a large and stable supply of prey to keep them fed.
N Large Animal
Init +7; Senses , ; Perception +9
DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 32 (5d8+10)
Fort +6, Ref +7, Will +2
OFFENSE
Speed 40 ft.
Melee bite +7 (1d8+5 plus ), 2 claws +7 (1d4+5)
Space 10 ft.; Reach 5 ft.
Special Attacks , (2 claws +7, 1d4+5)
STATISTICS
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; +9 (+13 grapple); CMD 22 (26 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth)
Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)
ECOLOGY
Environment warm plains
Organization solitary, pair, or pride (3–10)
Treasure none
Parasaurolophus
This thick-bodied dinosaur has a whip-like tail and a long neck, its head topped by the crest of a backward-curving horn.
The parasaurolophus, a gentle giant of the plains and meadows, is instantly recognizable by its unique and striking appearance. Measuring an impressive 30 feet in length and weighing 10,500 pounds, this herbivore moves gracefully despite its massive size. But it's the long, curved crest atop its skull that truly sets it apart. When the wind blows through the hollows of its crest, it can produce a haunting, melodic sound, believed by many to be a means of communicating with fellow herd members across the vast landscapes. With its elongated neck and strong legs, the parasaurolophus grazes on a variety of plants and foliage, always alert for predators, though its sheer size ensures that only the bravest of predators would dare approach.
N Huge
Init +2; Senses , ; Perception +13
DEFENSE
AC 17, touch 10, flat-footed 15 (+2 Dex, +7 natural, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 30 ft.
Melee tail slap +8 (2d6+9)
Space 15 ft.; Reach 15 ft.
Special Attack (2d6+9; DC 19)
STATISTICS
Str 23, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +4; +12; CMD 24 (28 vs. trip)
Feats Improved Bull Rush, Power Attack, Skill Focus (Perception)
Skills Perception +13
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or herd (3–12)
Treasure none
Rhinoceros
This rhinoceros has a low-slung head with twisted ears that lie back along its neck.
The rhinoceros feeds on leafy plants, branches, and even thorny shrubs. Its thick hide is a mottled gray color, and it can run surprisingly fast for a beast of its size. The rhinoceros is notoriously short-tempered and prone to attacking anything it perceives as approaching too closely (generally within a distance of 80 feet—the distance of a single charge—for most rhinos).
N Large
Init +0; Senses ; Perception +12
DEFENSE
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 42 (5d8+20)
Fort +10, Ref +4, Will +2
OFFENSE
Speed 40 ft.
Melee gore +8 (2d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks (gore, 4d6+12)
STATISTICS
Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5
Base Atk +3; +10; CMD 20 (24 vs. trip)
Feats Endurance, Great Fortitude, Skill Focus (Perception)
Skills Perception +12
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–12)
Treasure none
Dire Lion
This immense spotted lion stands as tall as a man at the shoulder, its fur matted with the blood of its victims.
Dire lions, known locally as spotted lions or cave lions, are immense predators that can grow up to 15 feet long and weigh up to 3,500 pounds. Although they are merely animals, these large creatures seem to take an almost sadistic glee in playing with and tormenting their prey before eventually devouring it. As a result, many tribes view dire lions as the spawn of evil gods, and hunt them down as soon as their presence in a region becomes obvious.
N Large Animal
Init +6; Senses , ; Perception +11
DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 60 (8d8+24)
Fort +9, Ref +8, Will +3
OFFENSE
Speed 40 ft.
Melee bite +12 (1d8+7 plus ), 2 claws +13 (1d6+7)
Space 10 ft.; Reach 5 ft.
Special Attacks , (2 claws +13, 1d6+7)
STATISTICS
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +6; +14 (+18 grapple); CMD 26 (30 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +11, Perception +11, Stealth +7 (+11 in undergrowth)
Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)
ECOLOGY
Environment warm plains or hills
Organization solitary, pair, or pride (3–8)
Treasure incidental
Kentrosaurus
This quadrupedal dinosaur has two rows of dorsal spikes, a spiked tail, and two more spikes projecting from its shoulders.
Often overshadowed by its more famous relative, the Stegosaurus, presents a unique silhouette on the landscapes it roams. This 15-foot long quadruped is easily distinguished by two prominent bony spikes jutting out from its shoulders, a testament to nature's intricate designs for defense. Its body is further adorned with two rows of dorsal spikes, giving it a serrated appearance that deters even the bravest predators. At 15 feet long and weighing in at 2,000 pounds, this herbivore may be smaller in stature but the spiked tail it wields can deliver a blow as devastating as any of its larger kin.
N Large
Init +6; Senses , ; Perception +11
DEFENSE
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 52 (7d8+21)
Fort +8, Ref +7, Will +3
Defensive Abilities defensive spikes
OFFENSE
Speed 40 ft.
Melee tail +12 (2d6+10/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks impaling strike
STATISTICS
Str 25, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +5; +13 (+15 overrun); CMD 25 (27 vs. overrun, 29 vs. trip)
Feats Improved Initiative, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +11
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–12)
Treasure none
SPECIAL ABILITIES
Defensive Spikes (Ex) At the end of its turn, a kentrosaurus can crouch down and splay its back and shoulder spikes. It cannot make attacks of opportunity when using its defensive spikes in this way, but until its next turn any creature that attacks the kentrosaurus with light or one-handed melee weapons, natural weapons, or unarmed strikes takes 1d6 points of piercing damage unless it succeeds at a DC 15 Reflex saving throw. The save DC is Dexterity-based.
Impaling Strike (Ex) A kentrosaurus’s tail is a primary attack that deals piercing damage and has a ×3 critical damage multiplier.
Styracosaurus
This bulky, four-legged dinosaur has a long nasal horn and a crest studded with additional horns sweeping back from its skull.
The styracosaurus is a bulky dinosaur with a solid frame and a very distinctive skull—a horned frill extends back from its head, protecting its neck and serving as a highly effective natural weapon that allows it to make attacks of opportunity. It is notorious for its ill temper, savagely attacking any creature that it perceives as a threat or even as an irritant. A styracosaurus is 18 feet long and weighs nearly 3 tons.
N Large
Init +1; Senses , ; Perception +11
DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 52 (7d8+21)
Fort +10, Ref +6, Will +5
Defensive Abilities
OFFENSE
Speed 40 ft.
Melee gore +11 (2d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks (gore, 4d8+9), reflexive strike
STATISTICS
Str 22, Dex 13, Con 17, Int 2, Wis 12, Cha 7
Base Atk +5; +12; CMD 23 (27 vs. trip)
Feats Combat Reflexes, Great Fortitude, Iron Will, Power Attack, Weapon Focus (gore)
Skills Perception +11
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–16)
Treasure none
SPECIAL ABILITIES
Reflexive Strike (Ex) A styracosaurus can make three additional attacks of opportunity each round—combined with its bonus Combat Reflexes feat, this allows the dinosaur to make up to five of these attacks of opportunity per round. The dinosaur makes these attacks with its horned crest, but they are treated as normal gore attacks.
Ankylosaurus
Thick bony plates armor the domelike back of this quadrupedal dinosaur, its powerfully muscled tail ending in a bony club.
The ankylosaurus is a powerful, squat dinosaur more than capable of defending itself against enemies. Its back is heavily armored with thick bony plates and spikes. A solid blow from an ankylosaurus’s tail can leave most creatures stunned long enough for the armored dinosaur to make good an escape, although once confronted, most ankylosauruses are too ill-tempered and stubborn to flee. Instead, they stand their ground and use their tails to great effect in battle. An ankylosaurus is 30 feet long and weighs 6,000 pounds.
N Huge
Init +0; Senses , ; Perception +14
DEFENSE
AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
hp 75 (10d8+30)
Fort +12, Ref +7, Will +4
OFFENSE
Speed 30 ft.
Melee tail +14 (3d6+12 plus stun)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Base Atk +7; +17; CMD 27 (31 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +14
ECOLOGY
Environment warm forests and plains
Organization solitary, pair, or herd (3–12)
Treasure none
SPECIAL ABILITIES
Stun (Ex) The ankylosaurus’s tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.
Megapon Ant
This enormous ant has vicious mandibles and a dripping stinger, and looks large enough to devour a horse.
A colossal insect native to the warm plains, boasts a size comparable to a small cart, equipped with vicious mandibles and a venomous stinger large enough to threaten even the most formidable foes. Despite its imposing stature, it moves with surprising agility, able to rapidly traverse terrains both horizontally and vertically. Its robust exoskeleton offers impressive protection, making it a resilient hunter and defender. Their remarkable strength allows them to carry thrice their expected weight, making them both terrifying predators and efficient gatherers. Giant ants are as industrious as their normal-sized kin. While their nests generally don’t consist of thousands, their greatly increased size more than compensates.
N Huge
Init –1; Senses 60 ft., ; Perception +1
DEFENSE
AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp 75 (6d8+48)
Fort +12, Ref +1, Will +3
mind-affecting effects
OFFENSE
Speed 50 ft., 20 ft.
Melee bite +10 (2d6+8 plus ), sting +10 (1d8+8 plus poison)
Space 15 ft.; Reach 10 ft.
STATISTICS
Str 26, Dex 8, Con 25, Int —, Wis 13, Cha 11
Base Atk +4; +14 (+18 grapple); CMD 23 (31 vs. trip)
Feats Snatch, Toughness
Skills Climb +16
SQ carry off
ECOLOGY
Environment warm plains
Organization solitary, pair, column (3–10)
Treasure none
SPECIAL ABILITIES
Carry Off (Ex) Megapon ants’ carrying capacity is triple normal.
Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
Allosaurus
This bipedal dinosaur has a mouth filled with sharp teeth and short, powerful arms that end in sharp claws.
The allosaurus is a fearsome predator that dominates the vast savannahs and open plains, standing out as a nightmare to many of the land's creatures. With a sleek yet powerful build, this colossal beast measures an impressive 30 feet in length and boasts a weight of 10,000 pounds, making it one of the top contenders in its environment. Its razor-sharp teeth and formidable claws are testament to its predatory nature, ensuring that few creatures dare to challenge it. This swift hunter possesses keen eyesight and an acute sense of smell, attributes that, combined with its remarkable speed, make it an unstoppable force when on the prowl. While many creatures graze the plains in peace, the mere sight or sound of an approaching allosaurus sends them scattering in fear. The allosaurus's fearsome reputation is well-earned, as few can match its hunting prowess or escape its deadly grip once targeted. An allosaurus measures 30 feet in length and weighs 10,000 pounds.
N Huge
Init +5; Senses , ; Perception +28
DEFENSE
AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
hp 93 (11d8+44)
Fort +11, Ref +8, Will +7
OFFENSE
Speed 50 ft.
Melee bite +14 (2d6+8/19–20 plus ), 2 claws +4 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks , (2 talons +14, 1d8+8)
STATISTICS
Str 26, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Base Atk +8; +18; CMD 29
Feats Alertness, Improved Critical (bite), Improved Initiative, Iron Will, Nimble Moves, Run
Skills Perception +28
Racial Modifiers +8 Perception
ECOLOGY
Environment temperate or warm forests or plains
Organization solitary, pair, or pack (3–6)
Treasure None
Elephant
These thick-skinned animals bear large ivory tusks flanking a long, prehensile snout.
These large land animals, majestically wandering the plains in tightly knit family herds, are symbols of wisdom and strength. Having few natural predators, elephants are sometimes hunted for their ivory tusks. These tusks often become jewelry, statuettes, and trinkets for the wealthy.
N Huge
Init +0; Senses , ; Perception +21
DEFENSE
AC 17, touch 8, flat-footed 17 (+9 natural, –2 size)
hp 93 (11d8+44)
Fort +13, Ref +7, Will +6
OFFENSE
Speed 40 ft.
Melee gore +16 (2d8+10), slam +16 (2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks (2d8+15; DC 25)
STATISTICS
Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7
Base Atk +8; +20; CMD 30 (34 vs. trip)
Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +21
ECOLOGY
Environment warm plains
Organization solitary or herd (6–30)
Treasure none
Megalania
This gigantic lizard has short but powerful limbs, a muscular tail, and a spiny crest that runs the length of its body.
The immense megalania is often mistaken for a dragon or dinosaur. Certainly the lizard’s aggressive attitude and deep, rumbling roars only encourage such misidentifications. Large enough to catch and eat rhinos and elephants, a megalania prefers hunting much smaller prey that it can gulp down in one greedy swallow. Humanoids are among its favorite meals. A megalania is 20 feet long and weighs 2,000 pounds.
N Huge
Init +1; Senses , ; Perception +10
DEFENSE
AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 85 (10d8+40)
Fort +11, Ref +8, Will +7
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +14 (2d8+12 plus and poison)
Space 15 ft.; Reach 10 ft.
Special Attacks (2d8+12 bludgeoning damage, AC 16, 8 hp)
STATISTICS
Str 27, Dex 13, Con 19, Int 2, Wis 14, Cha 6
Base Atk +7; +17; CMD 28 (32 vs. trip)
Feats Iron Will, Lunge, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite)
Skills Climb +12, Perception +10, Stealth +10 (+14 in rocks or undergrowth), Swim +16
Racial Modifiers +4 Stealth (+8 in rocks or undergrowth)
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or pack (3–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.
Stegosaurus
This huge dinosaur has a small head, twin rows of sharp dorsal plates, and a muscular tail terminating in a set of bony spikes.
This herbivorous behemoth roams the open landscapes, casting an impressive shadow over the shorter flora beneath its bulk. The twin rows of large, upright dorsal plates not only serve as a striking visual marker that have multiple functions, including thermoregulation and a display to assert dominance or attract mates. These plates, combined with the formidable quartet of sharp spikes adorning its tail, ensure that even the most audacious predators hesitate before considering the Stegosaurus as prey. A typical adult is 30 feet long, 14 feet tall, and weighs 5,000 pounds.
N Huge
Init +6; Senses , ; Perception +16
DEFENSE
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
hp 90 (12d8+36)
Fort +13, Ref +10, Will +5
OFFENSE
Speed 30 ft.
Melee tail +16 (4d6+12 plus trip)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +9; +19; CMD 31 (35 vs. trip)
Feats Cleave, Great Fortitude, Improved Initiative, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +16
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–12)
Treasure none
Goliath Stag Beetle
This massive beetle is the size of a small house. Its immense, horn-like mandibles clash with a hungry fervor.
Making its home in tropical and subtropical forests across the globe, the goliath beetle is among the largest species of giant beetle. While its diminutive cousins are primarily herbivores, the goliath stag beetle is carnivorous, hunting herd animals, humanoids, and even giants with ease. They typically use their trample attack against creatures smaller than themselves, returning after this punishing assault to pick off anything that’s still moving with swift and deadly bites. A goliath stag beetle is 25 feet long and weighs 8,000 pounds.
N Huge
Init +0; Senses 60 ft.; Perception +0
DEFENSE
AC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
hp 104 (11d8+55)
Fort +12, Ref +3, Will +3
mind-affecting effects
OFFENSE
Speed 30 ft., 30 ft. (poor)
Melee bite +17 (3d8+16)
Space 15 ft.; Reach 10 ft.
Special Attacks (3d8+16, DC 26)
STATISTICS
Str 32, Dex 10, Con 21, Int —, Wis 10, Cha 4
Base Atk +8; +21; CMD 31 (39 vs. trip)
Skills Fly –8
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or herd (3–8)
Treasure none
Triceratops
This beast’s armored head has three sharp horns decorating its face and a large round crest angling back over its neck from its skull.
This stout four-legged beast boasts two imposing horns sprouting from above its eyes, with a shorter horn on its snout, crafting a formidable appearance. These horns, combined with its solid bony frill, serve both as a means of defense against predators and as tools for intraspecies combat during mating displays or territorial disputes. Its thick, rough hide offers further protection against potential adversaries. Although a herbivore, feeding primarily on low-lying plants with its powerful beaked mouth, the triceratops is far from docile. Its irritable nature means that when threatened, it's more inclined to charge head-first into a confrontation rather than retreat. Commanding respect from both its fellow herbivores and potential predators, the triceratops is a true titan of its domain. A typical triceratops is 30 feet long and weighs 20,000 pounds.
N Huge
Init –1; Senses , ; Perception +24
DEFENSE
AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
hp 119 (14d8+56)
Fort +15, Ref +8, Will +5
OFFENSE
Speed 30 ft.
Melee gore +17 (2d10+12)
Space 15 ft.; Reach 15 ft.
Special Attacks (gore, 4d10+16), (1d8+12, DC 25)
STATISTICS
Str 26, Dex 9, Con 19, Int 2, Wis 12, Cha 7
Base Atk +10; +20; CMD 29 (33 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Critical, Power Attack, Run, Skill Focus (Perception), Weapon Focus (gore)
Skills Perception +24
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (5–8)
Treasure none
Brachiosaurus
A long tail counterbalances this reptile’s equally long neck, at the end of which a relatively small head pulls food from the treetop.
The brachiosaurus stands as a giant among dinosaurs, its impressive stature towering above the prehistoric landscape. Its long neck stretches upwards like a living crane, allowing it to graze on treetops that other herbivores can't reach. Unlike many of its four-legged contemporaries, the brachiosaurus has longer front legs than its hind legs, giving its body a unique, sloping appearance. This gentle giant is not heavily armored or aggressive, but its sheer size deters many would-be predators. While not as combative as many other dinosaurs, a brachiosaurus can still defend itself with powerful stomps and tail swings when threatened. A mature brachiosaurus is 80 feet long and weighs 32 tons.
N Gargantuan
Init +0; Senses , ; Perception +28
DEFENSE
AC 18, touch 6, flat-footed 18 (+12 natural, –4 size)
hp 171 (18d8+90)
Fort +18, Ref +11, Will +9
OFFENSE
Speed 30 ft.
Melee tail +22 (4d6+19)
Space 20 ft.; Reach 20 ft.
Special Attack (2d6+19, DC 32)
STATISTICS
Str 37, Dex 10, Con 21, Int 2, Wis 13, Cha 10
Base Atk +13; +30; CMD 40 (44 vs. trip)
Feats Cleave, Great Cleave, Great Fortitude, Greater Overrun, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (tail)
Skills Perception +28
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or herd (3–12)
Treasure none
Therizinosaurus
This feathered bipedal saurian looks somewhat comical—save for its outlandish sword-sized claws.
At first glance, this dinosaur’s massive claws may well convince observers that it is a predator, but the therizinosaurus is in fact an omnivore. Nonetheless, the therizinosaurus has a foul temper and is both easily angered and difficult to spook. With its deep-cutting claws, the therizinosaurus is more than a match for even the mightiest of predatory dinosaurs. A therizinosaurus is 35 feet long and weighs 13,000 pounds.
N Gargantuan
Init +7; Senses , ; Perception +25
DEFENSE
AC 24, touch 9, flat-footed 21 (+3 Dex, +15 natural, –4 size)
hp 133 (14d8+70)
Fort +14, Ref +12, Will +8
OFFENSE
Speed 40 ft.; sprint
Melee 2 claws +17 (4d6+10/15–20 plus 1d6 bleed)
Space 20 ft.; Reach 20 ft.
Special Attacks (1d6), sweeping strike, vicious claws
STATISTICS
Str 30, Dex 17, Con 20, Int 2, Wis 15, Cha 11
Base Atk +10; +24; CMD 37
Feats Improved Critical (claw), Improved Initiative, Iron Will, Run, Skill Focus (Perception), Vital Strike, Weapon Focus (claw)
Skills Perception +25
ECOLOGY
Environment warm plains
Organization solitary, pair, or flock (3–8)
Treasure none
SPECIAL ABILITIES
Sprint (Ex) Once per hour, a therizinosaurus can move at 10 times its normal speed (400 feet) when it makes a charge.
Sweeping Strike (Ex) As a full-round action, a therizinosaurus can hunker down and make a great, sweeping attack with its claws against up to four adjacent foes. The dinosaur makes an attack roll against each target, inflicting claw damage on a successful hit.
Vicious Claws (Ex) A therizinosaurus’s claws threaten a critical hit on an 18–20.
Diplodocus
This enormous, long-necked quadruped moves with an uncanny grace, holding its lengthy, whiplike tail out level behind it.
The landscape seems to sway and shift as this gentle giant moves, its massive feet creating deep impressions in the soft earth. While its incredible size already demands respect, it is the diplodocus’s tremendously powerful whiplike tail that truly astonishes those who witness it. Not just an extension of its majestic form, this tail serves as both a tool and a weapon. Whether being used to maintain balance, communicate with other members of its herd, or defend against predators, it can strike with swift and unerring force. Despite its calm herbivorous nature, the potential devastation of its tail ensures that even the most audacious of predators think twice before approaching. The diplodocus is one of the longest dinosaurs, capable of reaching lengths of 100 feet or more. Much of this length is taken up by the diplodocus’s tremendously powerful whiplike tail, a devastating weapon capable of striking at a considerable range.
N Colossal
Init +6; Senses , ; Perception +32
DEFENSE
AC 25, touch 4, flat-footed 23 (+2 Dex, +21 natural, –8 size)
hp 190 (20d8+100)
Fort +17, Ref +14, Will +11
OFFENSE
Speed 30 ft.
Melee 2 tail lashes +22 (4d6+15/19–20)
Space 30 ft.; Reach 60 ft.
Special Attacks (2d8+22, DC 35)
STATISTICS
Str 40, Dex 14, Con 21, Int 2, Wis 17, Cha 11
Base Atk +15; +38 (+40 bull rush); CMD 50 (52 vs. bull rush, 54 vs. trip)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Critical (tail lash), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Staggering Critical
Skills Perception +32
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–14)
Treasure none
SPECIAL ABILITIES
Tail Lash (Ex) The diplodocus prefers to attack with its tail. The dinosaur can snap its incredibly long tail with surprising speed like an enormous whip—this is a primary attack that deals bludgeoning and slashing damage. A diplodocus can make two separate attacks with its tail lash as a full-attack action.
Papinijuwari
This imposing one-eyed giant wears fragments of crude armor and a breechcloth adorned with skulls. Its breath reeks of pestilence.
Racing across the skies and preying on diseased humanoids of all kinds, the merciless, cyclopean papinijuwaris are the hated cousins of cloud giants. Even evil cloud giants regard papinijuwaris with disdain, as their hunting practices offend the more “refined” giants’ delicate sensibilities. Papinijuwaris are agents of death and pestilence, feeding off of the suffering they help to spread. In some humanoid cultures, the sight of a shooting star heralds the arrival of the dreaded papinijuwaris, who invisibly stalk through settlements at night, hastening the progression of diseases. A full-grown papinijuwari stands about 20 feet tall and weighs nearly 6,000 pounds.
NE Huge (giant)
Init +8; Senses 120 ft., , sense decay; Perception +4
DEFENSE
AC 28, touch 11, flat-footed 25 (+8 armor, +3 Dex, +9 natural, –2 size)
hp 187 (15d8+120)
Fort +17, Ref +11, Will +11
disease, poison
OFFENSE
Speed 20 ft., 60 ft. (average), shooting star
Melee club +25/+20/+15 (2d6+24) or 2 slams +25 (2d6+16)
Space 15 ft.; Reach 15 ft.
Special Attacks devour disease
(CL 10th; concentration +12)
3/day—invisibility
STATISTICS
Str 42, Dex 18, Con 27, Int 17, Wis 18, Cha 15
Base Atk +11; +29 (+31 bull rush); CMD 43 (45 vs. bull rush)
Feats Awesome Blow, Flyby Attack, Improved Bull Rush, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Power Attack
Skills Climb +31, Fly +15, Intimidate +20, Knowledge (planes) +18, Knowledge (religion) +18
Languages Auran, Common, Giant
ECOLOGY
Environment warm plains
Organization single, pair, or tribe (6–20 warriors, plus 30 noncombatants, 2 druids, 6 elders, and 1 chieftain)
Treasure double (+2 breastplate, other treasure)
SPECIAL ABILITIES
Devour Disease (Su) As a standard action, a papinijuwari can suck the life force out of a diseased creature within 30 feet as a ranged touch attack. An affected creature must immediately succeed at a saving throw against one disease affecting it or suffer that disease’s effect. This saving throw does not count against the number of saves required to cure the disease. If it fails the saving throw, the papinijuwari gains 30 temporary hit points.
Sense Decay (Su) A papinijuwari is under the constant effects of deathwatch, and can detect creatures currently infected by disease as if by the scent ability.
Shooting Star (Su) As a full-round action that provokes attacks of opportunity, a papinijuwari can fly at a speed of 300 feet. The papinijuwari can use this ability only outside at night, and must be at least 500 feet above the ground to do so. It must also hold a lit torch while doing so; the torch need not be magical, and while held by the papinijuwari, the torch’s flame is not subject to mundane effects that would extinguish it, such as the wind.
Gold Dragon
Golden scales cover the body of this majestic dragon, and a regal crest of horns arches backward above wise and piercing eyes.
Gold dragons are the epitome of virtue. Other metallic dragons revere their gold cousins as the agents of divine forces and the paragons of dragonkind, and often seek them for advice or aid.
CR
LG (fire)
Init ; Senses ; Perception +
DEFENSE
AC
hp
Fort + , Ref + , Will +
fire, paralysis, sleep
Weaknesses to cold
OFFENSE
Speed 60 ft., , swim 60 ft.
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk + ; + ; CMD
Feats
Skills
Languages
ECOLOGY
Environment warm plains
Organization solitary
Treasure triple
SPECIAL ABILITIES
Weakening Breath (Su) Instead of a cone of fire, a gold dragon can choose to breathe a cone of weakening gas. Creatures within the cone take 1 point of Strength damage per age category of the dragon (Fortitude negates).