
GlassJaw |

My group is getting ready to enter the Kopru Ruins and I'm doing some prep work. I was taking a look at the Gargantuan Skeletal T-Rex and something caught my eye.
In order for a T-Rex to be Gargantuan, it needs to be advanced to 37 HD. However, in the entry for creating a skeleton, it says that if a creature has more than 20 HD, it can't be made into a skeleton using animate dead.
What's the deal? Am I missing something?
Also, does anyone have a stat block made for the T-Rex?

lordmolay |

i used this it's the correct CR and the right size... reember flood season and lifes bizzar were still written in 3.5 but they were writen when 3.5 had not officaly come out yet so many of the rules need updating and i think that this would have been one of them
Advanced Megaraptor Skeleton
Gargantuan Undead Animal
Hit Dice: 17d12 (108 hp)
Initiative: +7
Speed: 60ft (12 squares)
Armor Class: 13 (-6 size, +3 Dex, +6 natural) Touch 13, Flat-Footed 10
Base Attack/Grapple: +8/+29
Attack: Talons +17 melee (3d8+9)
Full Attack: Talons +17 melee (3d8+9) and 2 foreclaws +12 melee (1d6+4) and bite +12 melee (3d6+4)
Space/Reach: 20ft/15ft
Special Attacks: None
Special Qualities: Immunity to cold, Damage Reduction 5/Bludgeoning, Darkvision 60ft, Undead Traits
Saves: Fort +6, Ref +9, Will +10
Abilities: Str 29, Dex 17, Con -, Int 2, Wis 10, Cha 1
Skills: None
Feats: Improved Initiative
Environment: Warm Forests
Organization: Any
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral Evil
Advancement: 18-24 HD (Gargantuan)
Level Adjustment: -

Chairborne Ranger |

If you have access to the Draconomicon, a skeletal fang dragon works well. If not, any other dragon skeleton will work as well (the fang dragon is just a meaner customer as a skeleton because his attacks are all extraordinary abilities, and skeletons keep those. Stats are included below:
Tarkilar’s Guardian
Very Old Skeletal Fang Dragon; CR 9; Gargantuan Undead; HD 27d12+27; HP 202; Initiative +4; Spd 60’; AC 12 (-4 size, +6 natural); BAB/Gapple +13/+35; Attack- +23 melee (4d8+10, bite) or +23 melee (4d8+15, crush) or +23 melee (2d8+15, tail sweep); Full Attack- +23 melee (4d8+10, bite) and +21 melee (4d6+5, 2 claws) and +21 melee (2d8+5, 2 wings) and +21 melee (4d6+15, tail slap); SA- Enhanced damage, frightful presence (DC 26), Trip; SQ- Blindsense, DR 5/ bludgeoning, immune to cold, increased damage, keen senses, undead traits; AL NE; Sv- Fort +9, Ref +9, Will +15; Abilities- Str 31, Dex 10, Con --, Int --, Wis 10, Cha 16; Space/Reach 20’/15’ (20’ bite)
Skills- None
Feats- Improved Initiative
The CR is high because I ran a side quest for my party and they're going into the Kopru ruins already 6th level. But this will give you a gargantuan monster that still has personality and won't fit in the northern passageway.

Chairborne Ranger |

Chairborne Ranger wrote:If you have access to the Draconomicon, a skeletal fang dragon works wellWell once again, it has more than 20 HD. I don't like fudging things that much. I think I'm going to stick with a normal (Huge) T-Rex.
The Black Dragon skeleton in Draconomicon has 22 HD. Are skeletal dragons an exception to the 20 HD rule?

GlassJaw |

The Black Dragon skeleton in Draconomicon has 22 HD. Are skeletal dragons an exception to the 20 HD rule?
Well according to the MM, no, but the Draconomicon seems to imply that.
That black dragon skeleton is brutal! CR7? No way. Heck, a Huge skeletal T-Rex is CR8 and that's not even close to the dragon.
Remember, dragon CR's are usually on the low side because they assume the party will be buffed to high heaven. I think you're asking for a TPK is you throw a skeletal dragon at them, especially right before the battle with Tark. If your party is a higher level though, rock on!

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The skeletal dragon template's CR is busted. If you apply it to a dragon of X Hit Dice, then apply the skeleton template to the same dragon, you end up with the skeletal dragon's CR being lower than the dragon skeleton's CR, even though the skeletal dragon has WAY more hit points and keeps more of its dragony dragon powers.

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As for the Gargantuan T-Rex skeleton... they can still exist. They just can't be created by the animate dead spell. Of coruse, just HOW they can be created is the question...
Maybe a zombie T-rex? Or a gravetouched ghoul T-rex? Heh heh heh... ghoul tyrannosaurus... I gotta remember that one for my Saturday game...

Maveric28 |

Here's what I did, just in case anyone else wants to try it out:
Take a regular Tyrannosaur and make it into a Skeleton. This gives it a CR 8, and as a Huge creature, it still can't leave the chamber that it's in (which is about all that the module tells us about it's situation). It's still a very good threat for a 4-6 level party... remember, after this combat, your group will be facing Tarkilar soon. You don't want them TOO chewed up to function, unless you're bucking for a TPK. Here's what I came up with...
Tyrannosaur Skeleton: CR 8, Huge Undead; HD 20d12; hp 146; Init +6; Spd 40 ft.; AC 16 (-2 size, +2 Dex, +6 natural); BAB +10/+5; Grap +27; Atk: bite +17/+12 melee (3d6+13); Space/Reach: 15 ft./10 ft.; SQ darkvision 60 ft., DR 5/bludgeoning, immune to Cold, undead traits; AL NE; SV Fort +6, Ref +8, Will +12; Str 28, Dex 14, Con --, Int --, Wis 10, Cha 1; No skills; Feats: Improved Initiative.
Usually, the sheer size will keep most party members from charging it right away, and with its size and reach, there aren't many ways that someone can move in the room without provoking Attacks of Opp. without using a lot of Tumble. It has too many HD to turn, and it's BAB is high enough that it should hit with nearly every bite. If you need it to be more challenging than it already is, declare that Tarkilar used a Desecrate spell when he first animated it....