Spinosaurus (3.5e Creature)
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|Hit Dice:||30d8+102 (237 hp)|
|Speed:||50ft (10 squares)|
|Armor Class:||19 (-4 size, +5 dex, +19 natural), touch 11, flat-footed 15|
|Attack:||Bite +20 melee (4d10+20), or Claw +20 melee (2d10+20)|
|Full Attack:||Bite +20 melee (4d10+20), 2 claws +18/+16 melee (2d10+20 x2) and Tail-slap +14 melee (3d8+20)|
|Special Attacks:||Improved Grab, Swallow Whole, Rake, Break Neck|
|Special Qualities:||low-light vision, scent, Hold Breath, Heat Regulation|
|Saves:||Fort +19, Ref +15, Will +9|
|Abilities:||Str 33, Dex 21, Con 24, Int 2, Wis 17, Cha 10|
|Skills:||Hide -4, Spot +16, Listen +15|
|Feats:||Alertness, Improved Natural Attack(bite), Run, Toughness (6), Track, Multiattack|
|Environment:||Warm marshes, Warm Plains, temperate forests|
|Advancement:||31-48 HD (Gargantuan), 49-63 (Colossal)|
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An enormous reptile, its back marked by an incredible sail, bursts from the water before you. Its crocodilian head swivels in your direction as it bellows, baring its hands to reveal a pair of wicked thumb claws. The entrails of a recently disemboweled fish cover its hide, and many small wounds dot its flanks. Its eyes are glazed with hunger and bloodlust, and you feel the pang of fear as it steps onto the solid ground before charging forward...
The Spinosaurus is a gargantuan dinosaur, noted for its powerful forearms, foot-long thumb-claws, crocodilian head and the bizarre sail which is formed by the spines of its vertebrae, giving the beast its name. Simply put, the Spinosaurus is a superpredator--it will stalk and kill any creature it comes across, including the mighty tyrannosaurus and its more powerful cousins, the Earth Tyrants. There are very few creatures in the world that can stand up to the might of the Spinosaurus, and even fewer that can escape it, for the reptile is amphibious to an extent. Rightly so is it feared as the King of Beasts.
Spinosaurs weigh about 9 tons, are between 50-and-60-feet long, and, with the added height of the sail, are 20ft tall. Its head alone is approximately six feet long, consisting primarily of a long snout, filled with numerous conical teeth, which makes up three-quarters of the total length.
In combat, the Spinosaurus will charge in and bite its oponent. If the foe is within 5 feet, however, then it will opt to slash and batter the target with its powerful claws. If it is attacked from behind, it will lash out with its tail to swat the opposition away.
Improved Grab (Ex): To use this ability, a Spinosaurus 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.
Alternatively, if the check is a draw, or the foe is the same size as the Spinosaurus, it can utilise its Rake attack. If the foe is only one size smaller than the Spinosaurus, it can unleash the devastating Break Neck attack.
Swallow Whole (Ex): A Spinosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Spinosaur’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 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
Rend (Ex): When a Spinosaurus hits with both claw attacks, it deals an additional 2d10+10 damage (2d10+12 if gargantuan).
A Gargantuan Spinosaur’s gizzard can hold 2 Large, 4 Medium, 12 Small, 40 Tiny, or 175 Diminutive or smaller opponents.
Rake (Ex): A Spinosaurus can attack a grappled foe three times with its claws as a full-round action without being subject to the usual -4 penalty for attacking with a natural weapon in a grapple. (3x 2d10+20).
The Spinosaurus must begin its turn grappling to use Rake--it can't begin a grapple and Rake in the same turn.
Break Neck (Ex): A Spinosaurus can unleash this frightening ability on any grappled foe that is the same size category as, or less than, that of the Spinosaurus. Essentially, it bites down on the neck of the target and makes a Grapple check with an additional +5 modifier. If the target's opposing check fails, then the Spinosaurus snaps its neck by wrenching it violently to one side. If the target is a living creature dependant on its head, this will kill it instantly. If not, or if the target succeeded on its grapple check, then the Spinosaur's attack merely inflicts 10d6 damage, which may kill the target anyway. If such is the case, a Fortitude save (DC 30) will reduce the damage by half.
Heat Regulation (Ex): A Spinosaur's sail, in addition to being an intimidation device and a sexual display, alows it to control its body temperature and regulate its bloodflow. This grants the reptile resistance to fire and cold 10, meaning that each time it is subjected to such damage (be it from a natural or magical source), that damage is reduced by 10 points before being applied to the hit points of the Spinosaurus.
The resistance applies to the damage of such energy; the Spinosaurus could still suffer unfortunate side-effects, although they would only be half as severe as they normally would be.
A Spinosaurus can use Heat Regulation for 1d20 rounds, and must wait for 3d20 rounds before doing so again.
Hold Breath (Ex): A Spinosaurus can hold its breath for up to 4x its Constitution score (96 rounds, or 576 seconds) before it risks drowning.