Dinosaur

Battletitan

Huge Animal
Hit Dice: 36d8+324 (486 hp)
Initiative: +4
Speed: 40 ft. in half-plate barding (8 squares); base speed 60 ft.
Armor Class: 35 (−2 size, +7 half-plate barding, +20 natural), touch 8, flat-footed 35
Base Attack/Grapple: +27/+51
Attack: Bite +41 melee (3d6+16)
Full Attack: Bite +41 melee (3d6+16) and 2 claws +39 melee (2d6+8) and tail spike +39 melee (2d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +29, Ref +22, Will +15
Abilities: Str 42, Dex 11, Con 29, Int 2, Wis 13, Cha 16
Skills: Jump +23, Listen +11, Spot +20
Feats: Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Run
Environment: Warm plains
Organization: Solitary or battalion (4) (domesticated)
Challenge Rating: 16
Treasure: None
Alignment: Always neutral
Advancement: 37–48 HD (Huge) ♊
Level Adjustment: —

This giant bipedal reptilian beast has powerful jaws, massive teeth, and thick bony plates along its back and spiked tail. Steel half-plate barding covers the creature, adding even more protection; a saddle can be seen on the creature’s back.

Battletitan dinosaurs are massive predatory beasts meticulously bred as hybrids of other dinosaurs. They do not occur naturally; only elaborate nonmagical breeding techniques give rise to the mighty battletitans. Kingdoms that field the dinosaurs in their armies jealously guard the means of their creation, treating such information as a state secret. With the ferocity of the most dangerous carnivores and the defenses of the toughest armored herbivores, a battletitan is a terror to behold.

Battletitans are trained from birth to fight carrying a rider and wearing barding. None but the most skilled and trusted knights are allowed to guide a battletitan into combat, and trainers teach each dinosaur to accept only riders who know the proper signals. Armies can replace riders that are killed in battle simply by teaching the signals to a new rider (which is crucial, since the battletitans almost always outlive those who sit atop them).

An adult battletitan is 32 feet from nose to tail and stands 18 feet tall at the shoulder. It weighs more than 12 tons.

Combat

A battletitan is under the control of its handler in combat; the rider gives the creature commands as it would any other mount trained for war. Warriors mounted on battletitans prefer to overrun ranks of regular infantry on their way to seeking out enemy siege engines or other powerful battlefield monsters. A rider must make a Ride check to attack while riding a battletitan, and usually requires a reach weapon to attack foes.

Improved Grab (Ex): To use this ability, a battletitan must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A battletitan can try to swallow a grabbed opponent of up to two sizes smaller than itself by making a successful grapple check. The swallowed creature takes 2d8+12 points of bludgeoning damage and 12 points of acid damage per round from the dinosaur’s gizzard. Swallowed creatures must also make a DC 37 Fortitude saving throw each round or be overcome with nausea until their next action (the save DC is Constitution-based). While in the gizzard, the opponent is still considered grappled due to a battletitan’s powerful digestive muscles.

See Swallow Whole for methods by which a swallowed creature may escape. The creature’s gizzard has 30 hit points and AC 18 and can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine opponents.

Training a Battletitan

The techniques for training one of these powerful dinosaurs are as closely guarded as the means of breeding them. Training a young battletitan requires six months of work and a DC 28 Handle Animal check; battletitans cannot be domesticated if they reach adulthood without having been trained.

Battletitans are naturally sterile, and each specimen is the product of direct crossbreeding of other dinosaurs. As a result, a young battletitan that makes it to the open market commands whatever price the market can bear, which is often more than 100,000 gp. Any such sales are likely to attract the attention of the kingdom from which the creature was pilfered, of course.

Battletitan dinosaurs cannot be selected as animal companions, nor can they be summoned with summon nature’s ally spells.

Carrying Capacity: A light load for a battletitan is up to 11,093 pounds; a medium load, 11,094–22,186 pounds; and a heavy load, 22,187–33,280 pounds.

Source: Monster Manual III, page 38.

Bloodstriker

Large Animal
Hit Dice: 9d8+54 (94 hp)
Initiative: +0
Speed: 40 ft. (8 squares), burrow 20 ft.
Armor Class: 19 (−1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +6/+16
Attack: Bite +11 melee (1d8+9 plus 1d6 acid or Powerful Charge 1d8+9 plus 2d6 plus 1d6 acid)
Full Attack: Bite +11 melee (1d8+9 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blood squirt
Special Qualities: Caustic blood, low-light vision, spiked skin
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 22, Dex 11, Con 21, Int 2, Wis 10, Cha 9
Skills: Hide +2, Listen +2, Spot +8; racial bonuses
Feats: Alertness, Powerful Charge [bonus], Toughness (3)
Environment: Temperate deserts
Organization: Solitary, pair, or herd (5–8)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10–18 HD (Large); 19–27 HD (Huge) ♊
Level Adjustment: —

This quadruped is covered with a thick, spiked hide. Two large horns jut backward from its massive head.

Bloodstriker dinosaurs feed on vegetation and larger insects, often burrowing to hide from both predators and prey.

A bloodstriker is about 14 feet long and weighs about 3,000 pounds.

Combat

A bloodstriker epitomizes tough natural defenses. Thick, spiked plates cover its body, providing both excellent natural armor and protective spikes apt to damage any creature adventurous enough to attack it. Those that successfully attack are sprayed by the dinosaur’s caustic blood, providing further dissuasion. In addition, the creature has an unusual attack whereby it squirts its acidic blood from its eyes. It usually uses the blood squirt as a defensive measure when confronted by persistent foes.

Blood Squirt (Ex): Every 1d4 rounds, a bloodstriker can project a 30-foot line of its acidic blood as a standard action. Anyone in the area takes 2d6 points of acid damage (Reflex DC 19 half). The save DC is Constitution-based.

Caustic Blood (Ex): Any creature successfully striking a bloodstriker with a melee weapon or natural weapon takes 1d6 points of acid damage from the dinosaur’s highly acidic blood. Weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Spiked Skin (Ex): A bloodstriker’s thick skin bristles with defensive spikes. Any creature attacking a bloodstriker with a melee weapon or natural weapon takes 1d8+6 points of piercing and slashing damage from the dinosaur’s barbs. Weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Skills: Bloodstrikers gain a +4 racial bonus on Hide checks when they burrow underground to hide. They lurk just below the surface of the ground with only their eyes and the tops of their heads exposed.

Bloodstrikers as Mounts

In places where dinosaurs are used as mounts, bloodstrikers are greatly prized because of their defensive capabilities. Trainers and riders must exercise great personal care when working with these creatures, however, because their spiked hide and defensive abilities present additional challenges.

When attempting to teach a bloodstriker to take a rider or perform tasks, the trainer must decide whether to take extra precautions (increasing the training time by 50%), or to work with it in the standard amount of time (taking a −4 circumstance penalty on all Handle Animal checks to teach, train, or rear).

Riding a bloodstriker is equally challenging. All Ride checks are made with a −4 circumstance penalty. In addition, a rider requires a specially made exotic saddle. Someone foolish enough to attempt to ride the creature bareback or with a noncustomized saddle takes 1d8+6 points of piercing and slashing damage from its spiked skin upon mounting it or whenever a Ride check is required.

Carrying Capacity: A light load for a bloodstriker is up to 520 pounds; a medium load, 521–1,040 pounds; and a heavy load, 1,041–1,560 pounds.

Bloodstriker Animal Companions

Druids of 10th level or higher can select bloodstriker animal companions. Apply a −9 adjustment to the druid’s level for purposes of determining the companion’s characteristics and special abilities.

Source: Monster Manual III, page 39.

Fleshraker

Medium Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d6+3 and poison)
Full Attack: 2 claws +6 melee (1d6+3 plus poison) and bite +1 melee (1d6+1) and tail +1 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison, rake 1d6+2
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 17, Dex 19, Con 15, Int 2, Wis 14, Cha 12
Skills: Hide +12, Jump +24; racial bonuses
Feats: Improved Natural Attack (claw), Track
Environment: Temperate forests
Organization: Solitary or pack (3–10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5–8 HD (Medium); 9–12 HD (Large) ♊
Level Adjustment: —

Thin, wicked-looking spines bristle from this creature’s back, sinuous tail, and muscled forelimbs, glistening with some clear liquid. Although it stands upright, you can tell the mottled green killer can run on all fours should it desire. A long, reptilian snout opens wide with a short bark to display a set of deadly, sharp teeth, and each of its four limbs sprouts a pair of 6-inch-long hooked claws.

A cousin of the velociraptor, the fleshraker is a clever predator that lurks in areas of heavy undergrowth and dense forest. Fleshrakers usually hunt in packs, preying upon unsuspecting creatures that pass by. They prefer to attack lone targets, but if they’re hungry enough, or if they outnumber a small group, fleshrakers are just as likely to attack.

When food becomes scarce, fleshrakers have been known to grow bolder in their hunts. They find a deserted stretch of road traveled by the occasional caravan and attempt to pick off straggling pack mules or even lightly guarded wagons. Those who have encountered fleshraker packs and survived swear the creatures set up ambushes and coordinate their attacks.

Some wild tribes of forest dwellers have been known to domesticate fleshrakers to serve as guards. Their natural ability to blend in with their surroundings, combined with their innate tactical sense, makes them especially deadly in this capacity. Rumors also abound of some fleshrakers being used as mounts, although the creature’s spines would certainly require the use of a specially constructed saddle to ride it comfortably.

An average fleshraker stands 7 feet tall and weighs about 300 pounds.

Combat

A fleshraker prefers to begin each combat with a leaping pounce attack. A fleshraker tries to land on its target, pinning it to the ground so that it can savagely rip its prey apart as quickly as possible. If a target cannot be slain in a single leaping pounce attack, a fleshraker is likely to flee and let its debilitating poison have a chance to work, returning later when the prey is weakened.

A fleshraker cannot use its tail attack against an opponent it bites in the same round.

Leaping Pounce (Ex): When a fleshraker charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a fleshraker’s incredible jumping ability makes its leaping pounce particularly deadly.

When a fleshraker charges a foe, it can make a full attack, including one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent.

If a fleshraker fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the fleshraker’s square, but it is not grappled or pinned.

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 1d6 Dex. The save DC is Constitution-based.

Rake (Ex): Attack bonus +2 melee, damage 1d6+2.

Skills: Fleshrakers have a +8 racial bonus on Hide checks and a +6 racial bonus on Jump checks. The Hide bonus increases to +10 in forested areas.

Fleshraker Animal Companions

Druids of 4th level or higher can select a fleshraker dinosaur as an animal companion. Apply a −3 adjustment to the druid’s level for purposes of determining the companion’s characteristics and special abilities.

Source: Monster Manual III, page 40.

Swindlespitter

Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +5 Dex, +2 natural), touch 16, flat-footed 13
Base Attack/Grapple: +1/−4
Attack: Beak +7 melee (1d4−1)
Full Attack: Beak +7 melee (1d4−1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison spray
Special Qualities: Darkvision 60 ft., low-light vision, scent, uncanny dodge
Saves: Fort +4, Ref +8, Will +3
Abilities: Str 9, Dex 21, Con 13, Int 2, Wis 16, Cha 14
Skills: Hide +9, Listen +5, Move Silently +5, Sleight of Hand +10, Spot +5; racial bonuses
Feats: Mobility [bonus], Run, Weapon Finesse [bonus]
Environment: Warm forests
Organization: Solitary or pack (4–16)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 3–6 HD (Small); 7–9 HD (Medium) ♊
Level Adjustment: —

This bipedal reptilian creature has a lithe body and a whiplike tail. Smaller than a halfling, it has a pair of dexterous grasping hands, a sharp beak, and large pure black eyes.

Not all dinosaurs are massive brawlers that shake the ground as they pass. The swindlespitter relies on its small size and natural agility to survive literally beneath the notice of its larger cousins. They can be found in any land where other dinosaurs live and are a nuisance to just about every creature they encounter.

Swindlespitters are natural thieves, devouring eggs they steal from the nests of other breeds. However, they are easily confused by manufactured objects, mistaking them for oddly shaped eggs. Travelers should be wary of their tendency to sneak into settlements or camps and swipe backpacks, spellbooks, and other objects of similar size. They carry such items into the jungle a fair distance before trying to rip them open to get at the gooey yolk they imagine is within. Many adventurers find their possessions shredded by the time they are able retrieve them from a very perplexed swindlespitter.

In lands where humanoids and dinosaurs live side-by-side, swindlespitters are treated as an unfortunate necessity. While the creatures walk off with unsecured objects regularly, those wise in the ways of natural cycles realize the importance of the lowly swindlespitter. By devouring the eggs of larger dinosaurs, they keep those creatures from reproducing in greater numbers than the land can support. In some cultures, the swindlespitter is even considered a symbol of balance and harmony with nature. Anyone discovered harming one of the little dinosaurs in such a society quickly finds themselves on the wrong end of a very sticky cultural misunderstanding.

A swindlespitter stands less than 3 feet tall and weighs about 30 pounds.

Combat

A swindlespitter has no interest in fighting other creatures; it relies solely on stealth to acquire its meals. It flees if discovered, either finding a hiding spot or simply running as fast as it can with its ill-gotten gains. If it is cornered, it attempts to blind its pursuers with its poison and dart away. Only as a last resort does a swindlespitter attack with its sharp beak. In large groups, they are slightly more daring, sometimes descending on a nest or camp and carrying off anything not tied down.

Poison Spray (Ex): When threatened, a swindlespitter sprays a corrosive poison in a 15-foot cone from its mouth. Contact; Fort DC 12; initial damage blindness for 2d4 minutes; secondary damage 1d4 Con. The swindlespitter can spray this poison once every 1d4 rounds. Swindlespitters flee from blinded opponents if possible. The save DC is Constitution-based.

Skills: A swindlespitter has a +2 racial bonus on Spot checks and Listen checks. It gains a +2 racial bonus on Hide checks and Move Silently skills when in forested terrain.

Swindlespitter Animal Companions

A 1st-level druid can select a swindlespitter dinosaur as an animal companion.

Dinosaurs in Eberron

The world of Eberron never endured an Ice Age, and consequently dinosaurs remain vital constituents of the planet’s ecology. On civilized continents such as Khorvaire and Sarlona, dinosaurs of Large size or smaller are used as herd animals or mounts, while larger dinosaurs survive only in remote areas or in captivity. Dinosaurs of all sizes roam free on the untamed continent of Xen’drik, while on Argonnessen they provide a ready food supply for dragons or serve as mounts for dragon-worshiping barbarian tribes.

Source: Monster Manual III, page 41.