Tyrannosaurus: Difference between revisions

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m (Text replacement - " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | Role-Only--Replace-Rez-Power--Concentration" to " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "s...)
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 9
| Max-CR = 17


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Killer
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher = Y
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm = Y
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Given their size, a tyrannosaurus is shockingly spry, able to run down a horse with ease and being ridiculously agile for something thirty feet long that stands fifteen feet tall.  Their heads are gigantic and serve mainly as a place for huge mouths stuffed with teeth like daggers.  They are able to snap up and gulp down people with a single bite, and are well-known for ambushing their prey, devouring a few victims, and then vanishing, leaving the survivors nursing horrible wounds... and still feeling fortunate.  Their over-sized head, compared to their vestigial, undersized arms, might seem almost comical, but evolution has pointed them solidly at the "bite everything" approach to survival.
| Description | '''''This monster frequently has the Killer role, but may be set to other roles if desired.'''''


: And they are really good at it.
Given their size, a tyrannosaurus is shockingly spry, able to run down a horse with ease and being ridiculously agile for something thirty feet long that stands fifteen feet tall.  Their heads are gigantic and serve mainly as a place for huge mouths stuffed with teeth like daggers.  They are able to snap up and gulp down people with a single bite, and are well-known for ambushing their prey, devouring a few victims, and then vanishing, leaving the survivors nursing horrible wounds... and still feeling fortunate.  Their over-sized head, compared to their vestigial, undersized arms, might seem almost comical, but evolution has pointed them solidly at the "bite everything" approach to survival.


: Perhaps worst of all is the fact that something so big and terrible frequently hunts in groups.  As if they weren't bad enough on their own...
And they are really good at it.
 
Perhaps worst of all is the fact that something so big and terrible frequently hunts in groups.  As if they weren't bad enough on their own...




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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Animal
| Type | Animal
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Automatic 1/Rnd, after successful Bite Attack
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Up to once per round, after any successful bite attack (even after a [[Charge]]), the Tyrannosaurus may make a free Grapple [[combat maneuver]] against the creature just bitten, rolling its [[Maneuver Offense]] (d20 + {{Maneuver-Offense}}) versus the target's [[Maneuver Defense]].  If successful, the target is [[Grappled]] by the Tyrannosaurus' mouth.  Note that the Tyrannosaurus is only treated as being Grappled while grappling an enemy with its mouth if that creature is size huge or larger.  However, any grappled opponent suffers the normal penalties for being [[Grappled]].
| Ability-1-Description = Up to once per round, after any successful bite attack (even after a [[Charge]]), the Tyrannosaurus may make a free Grapple [[combat maneuver]] against the creature just bitten, rolling its [[Maneuver Offense]] (d20 + {{Maneuver-Offense|n=2}}) versus the target's [[Maneuver Defense]].  If successful, the target is [[Grappled]] by the Tyrannosaurus' mouth.


:A Tyrannosaur can only hold a single creature in its mouth at a time.  
A Tyrannosaur can only hold a single creature in its mouth at a time.  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required =  
| Ability-2-Action-Required = One or more Attack Actions, 1/Rnd
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = If the Tyrannosaurus begins its turn with an opponent up to one size category smaller than the Tyrannosaur grappled in its mouth (see Snatching Bite), it can use a free action to attempt a new combat maneuver [[Grappled | Grapple]] check (as though attempting to pin the opponent).
| Ability-2-Description = Once per round, if the Tyrannosaurus succeeds on a Snatching Bite attack and still has one or more of its attacks remaining, it may sacrifice its remaining attacks to swallow its victim whole.
 
:If it succeeds, it swallows its prey, (see below) and the opponent takes normal T-Rex bite damage (see above) as part of the Swallow Whole free action. Ouch.


:After being swallowed, the creature is removed from the play field and moved inside the Tyrannosaur.  While swallowed, the creature takes {{Special-Swift-Dmg}} points of {{dmg|Acid}} damage each round at the end of the Tyrannosaur's turn. A swallowed creature keeps the [[Grappled]] condition, while the Tyrannosaur remains un-grappled. While swallowed, creatures within the Tyrranosaur have no line of effect or line of sight outside the beast.  
After being swallowed, the creature is removed from the play field and moved inside the Tyrannosaur.  While swallowed, the creature takes {{Special-Swift-Dmg}} points of {{dmg|Acid}} damage each round at the end of the Tyrannosaur's turn. A swallowed creature keeps the [[Grappled]] condition, and it cannot be ended until the Tyrannosaur is slain, or they escape from the beast's belly. While swallowed, creatures within the Tyrannosaur have no line of sight or line of effect to anything except the Tyrannosaurus.  


:A swallowed creature can try to cut its way free with any light slashing, light piercing or close weapon. A swallowed creature may also cast spells, if they prefer (though some spells may be ineffective at breaching the tyrannosaur's belly, at GM's discretion).  Swallowed creatures must inflict {{Hit-Points|n=0.2|op=mult}} points of damage to successfully cut free of the Tyrannosaur's belly, and this damage is NOT applied against the Tyrannosaur's hit points, instead coming from a separate pool.  The Armor Class of the interior of the Tyrannosaur is equal to its Touch AC (see above), and does not benefit from the Tyrannosaur's DR {{CR|n=0.5|op=mult}}/- or ER {{CR|n=0.5|op=mult}}/-. If a swallowed creature cuts its way out, the Tyrannosaur cannot use swallow whole again until the damage is healed.  
A swallowed creature can try to cut its way free with weapons or spells, suffering penalties as described in the [[Grappled]] condition.  Swallowed creatures must inflict {{Hit-Points|n=0.2|op=mult}} points of damage to successfully cut free of the Tyrannosaur's belly, and this damage is NOT applied against the Tyrannosaur's hit points, instead coming from a separate pool.  The Armor Class of the interior of the Tyrannosaur is equal to its Touch AC (see above), and does not benefit from the Tyrannosaur's DR {{CR|n=0.5|op=mult}}/- or ER {{CR|n=0.5|op=mult}}/-. If a swallowed creature cuts its way out, the Tyrannosaur cannot use swallow whole again until the damage is healed.  


:Alternatively, a swallowed creature can just try to escape the grapple inflicted by the creature's stomach, with success putting it back in the Tyrannosaur's mouth (where it may be bitten or swallowed again).  Yes, you can literally crawl back up its throat, which is surely the basis for a great story... if you live.
Alternatively, a swallowed creature can just try to escape the grapple inflicted by the creature's stomach, with success putting it in an unblocked, unoccupied space adjacent to the Tyrannosaurus.  This requires a full-round action and either a [[Movement]] check or an [[Escape Artist]] check against a DC of the Tyrannosaurus' Maneuver Defense (DC {{Maneuver-Defense|n=2}}).  Yes, you can literally crawl back up its throat, which is surely the basis for a great story... if you live.


:A creature which cuts its way free of the Tyrannosaur is deposited on an interior square of the Tyrannosaur's space, allowing it to set up [[Types_of_Movement#Internal_Flanking|Interior Flanks]] for its allies.  Assuming the escaped creature is size Medium or smaller, it is not considered squeezing while occupying this interior space (and neither is the Tyrannosaur).
A creature that cuts its way free of the Tyrannosaur is deposited on an interior square of the Tyrannosaur's space, allowing it to set up [[Types_of_Movement#Internal_Flanking|Interior Flanks]] for its allies.  Assuming the escaped creature is size Medium or smaller, it is not considered squeezing while occupying this interior space (and neither is the Tyrannosaur).


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Action-Required =  
| Ability-3-Action-Required = Swift Action, 1/Enc
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = Once per encounter, the Tyrannosaur may perform a Swallow Whole attack (see above) with a +4 on the Combat Maneuver check (d20 + {{Maneuver-Offense|n=+4}} vs. target's [[Maneuver Defense]]), as a swift action, after successfully landing a Snatching Bite on a target.
| Ability-3-Description = Once per encounter, the Tyrannosaur may perform a Swallow Whole attack (see above) with a +4 on the Combat Maneuver check (d20 + {{Maneuver-Offense|n=+6}} vs. target's [[Maneuver Defense]]), as a swift action, after successfully landing a Snatching Bite on a target.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Role-Only--Add-Killer-Power--Type =  
| Role-Only--Add-Killer-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Killer-Power--Concentration =  
| Role-Only--Add-Killer-Power--Concentration =  
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| Role-Only--Replace-Leader-Power--Type =  
| Role-Only--Replace-Leader-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Leader-Power--Concentration =  
| Role-Only--Replace-Leader-Power--Concentration =  
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| Role-Only--Replace-Legend-Power--Type =  
| Role-Only--Replace-Legend-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Legend-Power--Concentration =  
| Role-Only--Replace-Legend-Power--Concentration =  
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| Role-Only--Replace-Minion-Power--Type =  
| Role-Only--Replace-Minion-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Minion-Power--Concentration =  
| Role-Only--Replace-Minion-Power--Concentration =  
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| Role-Only--Replace-Shooter-Power--Type =  
| Role-Only--Replace-Shooter-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Shooter-Power--Concentration =  
| Role-Only--Replace-Shooter-Power--Concentration =  
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| Role-Only--Add-Skirmisher-Power--Type =  
| Role-Only--Add-Skirmisher-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Skirmisher-Power--Concentration =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Type =  
| Role-Only--Replace-Sneak-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Sneak-Power--Concentration =  
| Role-Only--Replace-Sneak-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
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| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
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| CombatTactics = Tyrannosaurs in the wild are fast, efficient predators on top of being crazily sneaky.  They are like a combination of a tiger and a crocodile, made the size of a house. They like to set ambushes and wait with lizard patience to spring out, but they are just as likely to spot motion from afar and come loping to the attack with insane speed.  They are likely to charge to the attack, and if they hit with an early charge attack, they may use their GULP ability immediately to snap down a fast morsel.  In all cases, they will try to bite and swallow prey as quickly as they can manage.   
| CombatTactics = Tyrannosaurs in the wild are fast, efficient predators on top of being crazily sneaky.  They are like a combination of a tiger and a crocodile, made the size of a house. They like to set ambushes and wait with lizard patience to spring out, but they are just as likely to spot motion from afar and come loping to the attack with insane speed.  They are likely to charge to the attack, and if they hit with an early charge attack, they may use their GULP ability immediately to snap down a fast morsel.  In all cases, they will try to bite and swallow prey as quickly as they can manage.   


:They will always use their free Snatching Bite attack each round after a bite attack, but after they have expended their GULP! power, they will often save the Snatching Bite for a later attack, to allow more T-Rex bites.
They will always use their free Snatching Bite attack each round after a bite attack, but after they have expended their GULP! power, they will often save the Snatching Bite for a later attack, to allow more T-Rex bites.


:If a tyrannosaur in the wild successfully swallows 2 sized medium creatures (with small creatures counting as half a medium), they will leave the battle (at a double move) to go digest their dinner.  Otherwise, they will typically stay and fight whatever dares to challenge them.
If a tyrannosaur in the wild successfully swallows 2 sized medium creatures (with small creatures counting as half a medium), they will leave the battle (at a double move) to go digest their dinner.  Otherwise, they will typically stay and fight whatever dares to challenge them.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Tyrannosaurs are a terrible menace on their own....  But they are a size Huge animal that is very, very fast on its feet.  There are lots and lots of smarter monsters out there that love T-Rex's.  It is possible to find Tyrannosaurs of nearly any challenge rating, serving as mounts for dragonborn, void lizards, mummies, forest giants, etc, etc.   
| OutOfCombat = Tyrannosaurs are a terrible menace on their own....  But they are a size Huge animal that is very, very fast on its feet.  There are lots and lots of smarter monsters out there that love T-Rex's.  It is possible to find Tyrannosaurs of nearly any challenge rating, serving as mounts for dragonborn, void lizards, mummies, forest giants, etc, etc.   


:If properly raised from the egg and well-fed, a Tyrannosaur makes a frighteningly good mount.  As if they aren't bad enough on their own....  Even worse, it is not unusual to find truly enormous specimens with the Giant Creature Pattern serving as mounts for even bigger fiends.  You have not lived until you've seen a Red Dragon riding a gigantic howdah on the back of a Giant T-Rex....
If properly raised from the egg and well-fed, a Tyrannosaur makes a frighteningly good mount.  As if they aren't bad enough on their own....  Even worse, it is not unusual to find truly enormous specimens with the Giant Creature Pattern serving as mounts for even bigger fiends.  You have not lived until you've seen a Red Dragon riding a gigantic howdah on the back of a Giant T-Rex....





Latest revision as of 21:50, 4 February 2023

Tyrannosaurus (CR 12)

True Chaotic - Huge - Animal
Lore: Know (Nature)
23 42
Basic DC Full DC
Initiative
Initiative Icon 2.png
21
Perception:
31 +21
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
32
Man Def
Shield Icon 3.png
33
Monster Health
289 144 22
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +14
Refl: +10
Will: +9

Strong Against:

  • DR 6/-
  • ER 6/-
Weak Against:

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+19
Sword Icon 3.png
Man Off
+21
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x T-Rex Bite +19 (3d8+9/19-20 x2)
    as piercing (physical, common)
    plus: Snatching Bite

Full Attack (Melee):

  • 3x T-Rex Bite +19 (3d8+9/19-20 x2)
    as piercing (physical, common)
    plus: Snatching Bite

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

26
STR
14
DEX
27
CON
3
INT
5
WIS
6
CHA

Skills:

Languages: -

Feats:

  • Runner (EFFECT: Faster walk speed, do not become flat-footed when running, and gain a bonus to running jumps.)

Special Abilities

Snatching Bite (Ex) Automatic 1/Rnd, after successful Bite Attack

Up to once per round, after any successful bite attack (even after a Charge), the Tyrannosaurus may make a free Grapple combat maneuver against the creature just bitten, rolling its Maneuver Offense (d20 + 21) versus the target's Maneuver Defense. If successful, the target is Grappled by the Tyrannosaurus' mouth.

A Tyrannosaur can only hold a single creature in its mouth at a time.

Swallow Whole (Ex) One or more Attack Actions, 1/Rnd

Once per round, if the Tyrannosaurus succeeds on a Snatching Bite attack and still has one or more of its attacks remaining, it may sacrifice its remaining attacks to swallow its victim whole.

After being swallowed, the creature is removed from the play field and moved inside the Tyrannosaur. While swallowed, the creature takes 3d6+5 points of Acid (energy, common) damage each round at the end of the Tyrannosaur's turn. A swallowed creature keeps the Grappled condition, and it cannot be ended until the Tyrannosaur is slain, or they escape from the beast's belly. While swallowed, creatures within the Tyrannosaur have no line of sight or line of effect to anything except the Tyrannosaurus.

A swallowed creature can try to cut its way free with weapons or spells, suffering penalties as described in the Grappled condition. Swallowed creatures must inflict 58 points of damage to successfully cut free of the Tyrannosaur's belly, and this damage is NOT applied against the Tyrannosaur's hit points, instead coming from a separate pool. The Armor Class of the interior of the Tyrannosaur is equal to its Touch AC (see above), and does not benefit from the Tyrannosaur's DR 6/- or ER 6/-. If a swallowed creature cuts its way out, the Tyrannosaur cannot use swallow whole again until the damage is healed.

Alternatively, a swallowed creature can just try to escape the grapple inflicted by the creature's stomach, with success putting it in an unblocked, unoccupied space adjacent to the Tyrannosaurus. This requires a full-round action and either a Movement check or an Escape Artist check against a DC of the Tyrannosaurus' Maneuver Defense (DC 33). Yes, you can literally crawl back up its throat, which is surely the basis for a great story... if you live.

A creature that cuts its way free of the Tyrannosaur is deposited on an interior square of the Tyrannosaur's space, allowing it to set up Interior Flanks for its allies. Assuming the escaped creature is size Medium or smaller, it is not considered squeezing while occupying this interior space (and neither is the Tyrannosaur).

GULP! (Ex) Swift Action, 1/Enc

Once per encounter, the Tyrannosaur may perform a Swallow Whole attack (see above) with a +4 on the Combat Maneuver check (d20 + 25 vs. target's Maneuver Defense), as a swift action, after successfully landing a Snatching Bite on a target.

Tyrannosaurus

Tyrannosaurus

This monster frequently has the Killer role, but may be set to other roles if desired.

Given their size, a tyrannosaurus is shockingly spry, able to run down a horse with ease and being ridiculously agile for something thirty feet long that stands fifteen feet tall. Their heads are gigantic and serve mainly as a place for huge mouths stuffed with teeth like daggers. They are able to snap up and gulp down people with a single bite, and are well-known for ambushing their prey, devouring a few victims, and then vanishing, leaving the survivors nursing horrible wounds... and still feeling fortunate. Their over-sized head, compared to their vestigial, undersized arms, might seem almost comical, but evolution has pointed them solidly at the "bite everything" approach to survival.

And they are really good at it.

Perhaps worst of all is the fact that something so big and terrible frequently hunts in groups. As if they weren't bad enough on their own...

Combat Tactics

Tyrannosaurs in the wild are fast, efficient predators on top of being crazily sneaky. They are like a combination of a tiger and a crocodile, made the size of a house. They like to set ambushes and wait with lizard patience to spring out, but they are just as likely to spot motion from afar and come loping to the attack with insane speed. They are likely to charge to the attack, and if they hit with an early charge attack, they may use their GULP ability immediately to snap down a fast morsel. In all cases, they will try to bite and swallow prey as quickly as they can manage.

They will always use their free Snatching Bite attack each round after a bite attack, but after they have expended their GULP! power, they will often save the Snatching Bite for a later attack, to allow more T-Rex bites.

If a tyrannosaur in the wild successfully swallows 2 sized medium creatures (with small creatures counting as half a medium), they will leave the battle (at a double move) to go digest their dinner. Otherwise, they will typically stay and fight whatever dares to challenge them.

Out of Combat

Tyrannosaurs are a terrible menace on their own.... But they are a size Huge animal that is very, very fast on its feet. There are lots and lots of smarter monsters out there that love T-Rex's. It is possible to find Tyrannosaurs of nearly any challenge rating, serving as mounts for dragonborn, void lizards, mummies, forest giants, etc, etc.

If properly raised from the egg and well-fed, a Tyrannosaur makes a frighteningly good mount. As if they aren't bad enough on their own.... Even worse, it is not unusual to find truly enormous specimens with the Giant Creature Pattern serving as mounts for even bigger fiends. You have not lived until you've seen a Red Dragon riding a gigantic howdah on the back of a Giant T-Rex....

Rewards

XP: 19,200

Treasure: Sellable Goods worth 12,875 gp.

Weight: 120 lbs.     Volume: 4.8 cu. ft.
  • Tyrannosaur teeth, claws, and scales are tremendously valuable in the proper circles.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)