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    Oct 2009

    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

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    Dracorex
    Large Animal
    Hit Dice:
    6d8+30 (57 hp)
    Initiative: +5
    Speed: 50 ft.
    Armor Class: 18 (+8 natural, +1 Dexterity, -1 size), touch 11, flatfooted 17
    Base Attack/Grapple: +4/+15
    Attack: Headbutt +11 melee (1d8+7 damage)
    Full Attack: Headbutt +11 melee (1d8+7 damage)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Powerful Charge, Frightful Presence
    Special Qualities: Lowlight vision, scent
    Saves: Fort +10, Ref +6, Will +2
    Abilities: Str 24, Dex 13, Con 21, Int 1, Wis 11, Cha 13
    Skills: Spot +9
    Feats: Improved Initiative, Weapon Focus (Headbutt),
    Environment: Warm Deserts
    Organization: Solitary, Pair, or Pack (4-6)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large); 13-18 HD (Gargantuan)
    Level Adjustment: -----

    A sleek, tan biped walks across the dunes. Its head is surrounded by a crown of horns, and the head itself seems to be a thick layer of bone.

    Dracorexes are large creatures who look similarly to to Pachycephalosaurs, to whom they are closely related. Unlike their slightly tougher cousins, Dracorexes live in warm plains. They feast off the undergrowth of various plants, wandering from place to place. Dracorexes are particularly terrifying in combat, where their hard bony heads can shatter bones with ease.

    Combat
    Dracorex charge first, hoping to break the bones of their enemies and disable them. They work together against larger predators. They take special care not to harm their bony skulls, and flee if required.

    Power Charge: A Dracorex typically begins a battle by charging at an opponent, lowering its head to bring its bony skull into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single headbutt attack with a +11 attack bonus that deals 2d8+14 points of damage.

    Frightful Presence (Ex): When a Dracorex charges at its foe, it does so with such terrifying efficiency that all creatures within 30 ft. must make a will save (DC 14), or be shaken for 5d6 rounds.
    Last edited by LOTRfan; 2011-03-01 at 10:23 PM.
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