Terrible Lizards: Magical, Monstrous, Fantastical Dinsaurs and other Ancient Fauna


Homebrew and House Rules

Shadow Lodge

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By suggestion of this thread, here is where I shall be displaying some of my ideas for magically-potent versions of ancient animals.

Let's begin!

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Amorphous Elasmosaurus
CR 10 - XP 9,600
N Huge magical beast (aquatic, water)
Init +8; Senses low-light vision, darkvision 60 ft., scent; Perception +17

DEFENSE
AC 26, touch 13, flat-footed 20 (+4 Dex, +1 dodge, +12 natural, –2 size)
hp 132 (12d10+72)
Fort +16, Ref +12, Will +11

OFFENSE
Speed 20 ft., swim 60 ft. (90 ft. in elemental form)
Melee bite +21 (2d8+13/19-20) or 2 slams +21 (2d6+9)
Space 15 ft.; Reach 20 ft. (15 ft. in elemental form)

STATISTICS
Str 28, Dex 19, Con 22, Int 4, Wis 16, Cha 9
Base Atk +12; CMB +23; CMD 38 (42 vs. trip)
Feats Dodge, Great Fortitude, Improved Critical (Bite), Improved Initiative, Iron Will, Toughness
Skills Perception +17, Swim +20
Languages Aquan (cannot speak)
SQ amphibious

SPECIAL ABILITIES
Compress (Ex) Due to its semi-fluid nature, an Amorphous Elasmosaurus can squeeze without hindrance through spaces that would normally not allow a creature of its bulk to pass. As a full-round action, an Amorphous Elasmosaurus can move up to its Speed through a Space narrow enough to permit the passage of a Medium-sized creature or larger without penalty; it can force itself through a space only large enough for a Small creature, but its speed is halved and it is considered flat-footed during this process and until its next turn.
Elemental Form (Sp) An Amorphous Elasmosaurus can assume the form of a Huge Water Elemental as a standard action; this functions as an elemental body VI spell except the Elasmosaurus does not gain any of the size bonuses, penalties, natural armor bonus, or swim speed increase (though it does gain the greater swim speed of the elemental itself, listed above). It can return to its normal form as a free action. While in elemental form, an Amorphous Elasmosaurus is effectively invisible underwater, and gains a +30 racial bonus to stealth as long as it is submerged.
Vortex (Su) In its water elemental form, the Elasmosaurus can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex) An Amorphous Elasmosaurus gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the Elasmosaurus is touching the ground, the dinosaur takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the Elasmosaurus is initiating or resisting these kinds of attacks. These bonuses and penalties apply regardless of which form it is currently in.

Amorphous Elasmosaurs are seafaring predators who evolved from lesser common plesiosaurs due to frequent exposure to elemental energies, often due to their hunting grounds or lairs being near a rift to the Elemental Plane of Water. They have developed the ability to dissolve their bodies into liquid form, mimicking the elementals from which their power is inherited, and hunt stealthily through the water near-invisible and unheard as they pursue prey, then reverting back to their natural form to attack - these Elasmosaurs almost universally prefer the taste of live prey, and always fight in their natural form unless on the hunt or forced to take elemental shape.

In areas with a high population of Amorphous Elasmosaurs, especially if there are large levels of competition among packs or within a pack to establish an alpha, it is extremely common to see Amorphous Elasmosaurs with a second neck and head replacing their tail, due to two of the creatures accidentally or deliberately retaking physical form while in the same location and merging. These Elasmosaurs have the Amphisbaena template in addition to the extra abilities of the statblock above.


Starfinder Superscriber

Can anyone play here or do you want to keep this thread for your stuff?


Starfinder Superscriber

Well even if we can't, I'm doing it anyway!

Profundus Morsusaur
XP 200 CR 1/2

This small eyeless reptile has a snake-like neck and head, short whip-like tail, and fine white feathers covering the body.

N Tiny Animal
Init +2; Senses Scent, blindsight 60 ft.; Perception +8

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +4, Will +0
Immune: gaze attacks, sight-based attacks, visual effects and illusions

OFFENSE
Speed 40 ft.
Melee bite +4 (1d4-1 plus poison)
Space 2 1/2 ft.; Reach 0 ft.

STATISTICS

Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Base Attack +0; CMB +0, CMD 9
Feats: Weapon Finesse (bite)
Skills: Perception +8, Stealth +12 (+8 size); Racial Modifier +4 Perception

SPECIAL ABILITIES
Blindsight (Ex) 60 ft.
Blind (Ex): A profundus morsusaur sees and senses exclusively through its blindsight ability, which is based on sound and movement—beyond 150 feet, the dino is considered blind. A deafened profundus morsusaur is effectively blinded as well. It is invulnerable to all sight-based effects and attacks, including gaze attacks.
Poison (Ex)
Bite - Injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 dex; cure 1 save.

Ecology

Environment: warm underground
Organization: solitary, pair, pack, or swarm (see Profundus Morsusaur swarm).
Treasure: none

Profundus Morsusaur (Deep Bite) is a relative of the compsognathus that has evolved for underground living. It is a small white lithe dino with fine downy feathers to muffle noise. It hunts using it's echolocation senses and relies on hit and run tactics to inject poison. Once it's prey has stopped moving (due to numbness), the pack will move in to feast.

These animals can sometimes form swarms which can be highly dangerous to creatures in the underdark.

Profundus Morsusaur Swarm
XP 600 CR 2

N Tiny Animal (swarm)
Init +6 ; Senses Scent, blindsight 60 ft.; Perception +10

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 18 (3d8+6)
Fort +4, Ref +4, Will +0
Defensive Abilities: Swarm traits (as a swarm of tiny creatures, a Rat Swarm takes only half damage from piercing and slashing attacks)

OFFENSE
Speed 40 ft.
Melee Swarm (1d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks: poison, distraction (DC 13)

STATISTICS

Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Base Attack +0; CMB -, CMD -
Feats: Skill Focus (Perception), Improved Initiative
Skills: Perception +10, Stealth +14 (+8 size): Racial Modifier +4 Perception

SPECIAL ABILITIES
Blindsight (Ex) 60 ft.
Blind (Ex): A profundus morsusaur sees and senses exclusively through its blindsight ability, which is based on sound and movement—beyond 150 feet, the dino is considered blind. A deafened profundus morsusaur is effectively blinded as well. It is invulnerable to all sight-based effects and attacks, including gaze attacks.
Poison (Ex)
Bite - Injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 dex; cure 1 save.

A swarm of profundus morsusaur results when more than 30 get together to hunt or feast.

Shadow Lodge

DJEternalDarkness wrote:
Can anyone play here or do you want to keep this thread for your stuff?

Have at it =D


Morsusaur? Do you mean Mosasaur?


Starfinder Superscriber

no, mosasaur were the giant creatures, I just went for latin for bite and added the saur on it. Names are not always a strong point for me unfortunately.

Shadow Lodge

Not exactly sure why you didn't just call it Compsognathus with unique powers rather than making up a new name, heh. Does look like a useful low level critter though.

Sovereign Court

It's cute critter. I think I'll give it a spin, I've been looking for low-CR dinosaurs.

That brings me to a point: names. Dinosaur names are on the scientific side, which isn't ideal if you want to use them in a fantasy/primitive setting. If the chief of a stone age tribe starts talking about a Pachycephalosaurus, it's jarring. Has anyone else experienced this?

I'm gonna name the ankylosaurus "clubtail", maybe name the triceratops a "trinicorn"? I'm trying to come up with good names for velociraptors. "Raptors" gives the right feel, but clashes with the class of birds. Maybe "Groundraptors"?

Shadow Lodge

If you want to do that, go look at Eberron. They did that with their dinosaurs, which were a major part of one section of the setting, specifically for that very reason.

It's also one of my - and James Jacobs's, and many other people's - reasons to dislike Eberron. It overly and unnecessarily complicates things. People know things by the names they know them by. Don't make things unnecessarily difficult by changing the name, then having to go back and say "It's this thing you're already familiar with by another name".

Now when NPCs are talking, have them refer to it as they would know it. That's one thing. Yes the tribal chief would probably call the Pach a "dome head" or "crushing skull" or something like that. A velociraptor would likely be called a "ripping claw" or something similar. But when the PCs roll their Knowledge Nature to ID it, they really should just be given the name we know and recognize, rather than "It's a (setting name), which is a (real-world name)." IMO anyway.

In either case, that would be something for another thread =)

Sovereign Court

Hmm, I'll look at Eberron for inspiration then. In my campaign there's a lot of "deed names", and "Chief Pachycephalosaurus Rider" doesn't really have a good ring to it. Sure, I'll let the players also see the ordinary name, but for in-game purposes a more casual name is useful.

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