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    Ogre in the Playground
     
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    Oct 2009

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

    After much internal debate on whether Amargasaurus should have back-sails or not, I've decided to add them in.



    Amargasaurus
    Large Animal
    Hit Dice:
    15d8+150 (217 hp)
    Initiative: -1
    Speed: 30 ft.
    Armor Class: 19 (+11 natural, -1 size, -1 Dex), touch 8, flatfooted 19
    Base Attack/Grapple: +11/+18
    Attack: Stamp +9 melee (1d6+1 damage)
    Full Attack: 2 Stamps +19 melee (1d6+1 damage)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Trample, Spine Sails
    Special Qualities: Scent, lowlight vision
    Saves: Fort +18, Ref +8, Will +5
    Abilities: Str 16, Dex 8, Con 28, Int 1, Wis 11, Cha 7
    Skills: Listen +18
    Feats: Improved Toughness, Rancid Smell, Overpowering Stench, Great Fortitude, Power Attack, Iron Will
    Environment: Warm Forests
    Organization: Herd (5-18)
    Challenge Rating: 14
    Treasure: None
    Alignment: Always Neutral
    Advancement: 15-20 (Large); 21-45 (Huge)
    Level Adjustment: -----

    A massive quadrupedal lizard can be found meandering among the trees and dung heaps. Two massive sails align on its back.

    Amargasaurus is a thirty foot long herbivore. Living in the most sparse parts of forests, Amargasaurs slowly move from tree to tree, consuming food. Amargasaurs are mostly differentiated from other quadrupeds by their twin sail running down their spine. These sails are flaps of skin held together by spikes. The sails themselves seem to be more of a temperature regulator than a combat tool.

    Combat
    Amargasaurs are not true combatants. For the most part, they just clumsily stomp on any foes. For the most part, however, their disgusting odor is enough to keep prey at bay.

    Trample (Ex): As a full-round action, an Amargasaurus with can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. Those subject to the attack must make a Reflex save (DC 23), or take 2d6+12 damage.

    Spine Sails (Ex): An Amargasaurus has a set of two fleshy sails rolling down their back. While for the most part not suitable for combat, creatures of Gargantuan size or larger who try to grapple with the Amargasaurus lose their size bonus to the roll, as it is difficult to pin down the creature when the spines get in the way. Such creatures take 1d4 piercing damage if they lose the grapple.

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    Rancid Smell [Monstrous]
    Some creatures wallow in their own feces, lessening their appeal to predators.
    Prerequisites: Animal Vermin or Magical Beast subtype, Large Size or Larger
    Benefits: Foes that come within 30 ft. of the creature must make a Fortitude save (DC 10 + 1/2 HD + Con modifier), or be sickened for a number of rounds equaling 1/2 the creature's HD (minimum 1). Creatures who make the save are immune to the stench for 24 hours.

    Overpowering Stench [Monstrous]
    Some creatures have even more disgusting smells than others of their kind.
    Prerequisites: Rancid Smell or natural Stench ability.
    Benefits: Whenever the creature's stench-based ability comes into play, all creatures within the designated radius must make a Fortitude save (DC 10 + 1/2 HD + Con modifier), or be nauseated for a number of rounds equaling 1/4 the creature's HD (minimum 1). If the stench ability lasts longer than the amount given, anyone who failed the saves act sickened for the remaining rounds.
    Last edited by LOTRfan; 2011-02-16 at 10:46 PM.
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    Let's Read the Monster Manual II!

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