On an Alphatian expedition to
Davania, the mages of the Skyship Glory of Aar, set off from the flying city
Aalthir, as it hovered over the Thyatian town of
Cittinova. One of the aims of the expedition was to catalogue and observe the monsters and wildlife of Davania. They flew south beyond
Herakanthia and deep into the jungle. While they initially observed many natural dinosaurs, including Brontosaurus, Triceratops, Ankylosaurus and the infamous Tyrannosaurus, when they passed beyond the Ruins of Ervvos they noticed dinosaurs that were anything but normal. Members of the Alphatian expedition agreed that this was the result of experimentation, perhaps one of their countrymen, though nobody knew which wizard might be responsible for these magically mutated dinosaurs. Others have suggested these might have been the result of alchemical enhancement of dinosaurs by pre-human sorcerers such as serpent-men of the Mogreth empire or perhaps the even more ancient Carnifex empire.

Spewing Baryonx
| Armour Class | 7 |
| Hit Dice | 8+8* |
| Avg. Hit Points | 44 |
| Movement | 150ft/Swim 90ft |
| THAC0 | 12 |
| Attacks | 1 bite/2 claws |
| Damage | 2d10/1d8/1d8 |
| No. Appearing | 1 |
| Morale | 8 |
| Save As | F4 |
| Alignment | Neutral |
| Intelligence | 2 (animal) |
| Size & Type | Huge Animal |
| XP Value | 1100 |
The Spewing Baryonx is a dweller of tropical swamps, rivers and lakesides. It is a piscivore and carnivore, eating most animals smaller than itself, which includes humans - an adult Baryonyx is typically 30ft long and 10ft tall. It has two prominent sacs on either side of its upper throat - these generate acidic digestive juices, and once per day the Baryonyx lives up to its name as it spews this caustic saliva at opponents that do not die quickly to its claws and jaws. The acid forms a line 20ft long and any creature in this line must save vs dragons breath or suffer 4d8 acid damage. Those that succeed only take half damage.
Sapient Dakotaraptor
| Armour Class | 7 |
| Hit Dice | 4+4 |
| Avg. Hit Points | 22 |
| Movement | 180ft |
| THAC0 | 15 |
| Attacks | 2 claws/1 bite |
| Damage | 1d4/1d4/2d6 |
| No. Appearing | 3d4 |
| Morale | 8 |
| Save As | F4 |
| Alignment | Chaotic |
| Intelligence | 6-8 (Low) |
| Size & Type | Large Animal |
| XP Value | 125 |
The Sapient Dakotaraptor is a relative of the better-known Velociraptor and
Deinonychus but larger, standing as tall as a man and nearly as intelligent. They have formed a basic language of whistles and cawing like crows, and can form sophisticated societies as well as very cunning tactics when hunting, usually as a pack. They initially attack with their front claws and teeth, but if both front claws hit an opponent then the dakotaraptor has grasped hold of the opponent, and it will then attack with its bite (same damage but at +4 to hit) and with its raking hind claw (again +4 to hit and for 2d8 slashing damage per hit). Dakotaraptors have a basic tribal society and hunting packs will communicate with each other to establish territory, hunting rights and to attract females from other packs in the mating season. However Dakotaraptors are not interested in talking to other intelligent beings - if it isn't a raptor, it is potential prey.

Bellowing Dreadnoughtus
| Armour Class | 5 |
| Hit Dice | 30
|
| Avg. Hit Points | 135 |
| Movement | 120ft |
| THAC0 | 10 |
| Attacks | 1 tail swipe or 1 trample |
| Damage | 2d12 or 4d10 |
| No. Appearing | 1d10 |
| Morale | 10 |
| Save As | F12 |
| Alignment | Neutral |
| Intelligence | 2 (animal) |
| Size & Type | Gargantuan Animal |
| XP Value | 3000 |
The Bellowing Dreadnoughtus is one of the largest dinosaurs seen in Davania, rivalling Brachiosaurus and towering over even Brontosaurus. The Bellowing Dreadnoughtus is recognisable from other sauropods due to the two rows of air sacs protruding down both sides of its neck.When agitated or angry, or sometimes as part of a mating display, the Dreadnoughtus will inflate these in one round and the next round exhale the air as a deafening roar. All creatures within 40ft that are not dreadnoughtuses must suffer 2d10 damage and must save vs paralysis or be deafened for 1d10 hours. The dreadnoughtus may also try to trample on any creature at its front, its massive weight inflicting 4d10 damage on a successful hit, while creatures to its rear are apt to get slapped by its big muscular tail. Dreadnoughtuses are herbivores, browsing on the tall trees of Davania and moving around in small family herds. Baby and subadult dreadnoughtuses may have fewer than the full 30hd and do proportionately less damage.
Long-tongued Megalosaurus
|
Armour Class
|
5
|
|
Hit Dice
|
10
|
|
Avg. Hit Points
|
45
|
|
Movement
|
150ft
|
|
THAC0
|
10
|
|
Attacks
|
2 claws/1 bite or 1 tongue
|
|
Damage
|
1d4/1d4/2d8 or special
|
|
No. Appearing
|
1
|
|
Morale
|
10
|
|
Save As
|
F5
|
|
Alignment
|
Neutral
|
|
Intelligence
|
2 (animal)
|
|
Size & Type
|
Huge Animal
|
|
XP Value
|
900
|
These are ambush predators that tend to hunt alone. Their skin is a dappled green that blends in with vegetation and while in jungles or forests they surprise other creatures on 1-3 on d6. Similar to chameleons and giant toads, long-tongued megalosauruses have long muscular tongues with sticky grabbing ends that they use to catch prey and drag it towards them. Their tongues can reach up to 20ft from the dinosaur and on a successful hit can grab and pull any target of Large size or smaller. The Megalosaurus can bite any creature captured by its tongue at +4 to hit. Although it can only grab one creature at a time, the tongue stays attached to the target until either the Megalosaurus decides to let go or is killed, during which time the +4 to hit the grabbed target still applies.
Megalosauruses prefer dense jungle where they have a chance to grab prey before they are detected, and will go after almost anything smaller than themselves, including humanoids such as elves, humans, rakastas and bugbears. These big predators only avoid the largest carnivorous dinosaurs such as Tyrannosaurus and Allosaurus.
Scorpion-tailed Pinacosaurus
|
Armour Class
|
3
|
|
Hit Dice
|
9+9
|
|
Avg. Hit Points
|
50
|
|
Movement
|
90ft
|
|
THAC0
|
12
|
|
Attacks
|
1 tail club/possible side spikes
|
|
Damage
|
2d10 + paralysis/1d8
|
|
No. Appearing
|
1d10
|
|
Morale
|
10
|
|
Save As
|
F5
|
|
Alignment
|
Neutral
|
|
Intelligence
|
2 (animal)
|
|
Size & Type
|
Large Animal
|
|
XP Value
|
900
|
These ornery herbivores are covered in armoured plates and spikes - any creature engaging them in melee must make a save vs wands or be attacked by side spikes (usual to hit roll) for 1d8 damage. Note that the side spikes are a passive thing and the Pinacosaurus does not need to be alert for the attacker to impale themselves. The spiked tail club is very much under conscious control, and the Pinacosaurus’s tail is long and flexible enough that the club can reach over and hit creatures to the Pinacosaurus’s front. Anyone hit by the tail club will take the usual 2d10 piercing damage as well as make a saving throw vs paralysis or be paralysed for 1d6 turns by a toxin exuded from glands on the tail.
Pinacosauruses are a bit like rhinos and buffalos - they are grazers but they will defend themselves without hesitation, and may become hostile towards creatures they are not sure about. They are found in small herds, typically in light forests and savannah where there is a range of plants to graze on. They are tolerant of other herbivorous dinosaurs that they recognise as not threats and sometimes mingle with stegosauruses or triceratopses.
Scintillating Spinosaurus
|
Armour Class
|
6
|
|
Hit Dice
|
12
|
|
Avg. Hit Points
|
55
|
|
Movement
|
120ft/swim 120ft
|
|
THAC0
|
10
|
|
Attacks
|
1 bite
|
|
Damage
|
3d8
|
|
No. Appearing
|
1 or 1d4
|
|
Morale
|
7
|
|
Save As
|
F6
|
|
Alignment
|
Neutral
|
|
Intelligence
|
3-4 (semi)
|
|
Size & Type
|
Huge Animal
|
|
XP Value
|
2300
|
These are amphibious predators - usually fish-eating but they can vary their diet with humanoids or other small prey. They are found in swamps, rivers and lakes of Davania and are usually solitary except during the breeding season when they are in small family groups. The most outstanding feature of the Spinosaurus is its sail along its back, which is multicoloured and can change colour like a cuttlefish or chameleon. If the Spinosaurus wants to, it can generate a hypnotic pattern on its sail and any creature seeing it must make a save vs Spells or else be entranced for 1d6 rounds during which it will stand still and not attack (and PCs cannot cast spells or speak). Note that this effect is broken if the entranced creature is attacked (usually by the Spinosaurus) or else becomes affected by another significant effect such as drowning.
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