Dinosaurs start with 2 HD. It gets better.
Size:
1 (or less)- Diminutive (-1 HD) -1 on morale roll, -2 on attack roll, +3 on encountered-as roll
2 - Pitbull-sized (+0 HD), -1 on attack roll, +2 on encountered-as roll.
3 - Man-sized (+1) +1 on morale roll, +1 on encountered-as roll
4 - Car-sized (+3), +1 on morale roll, +1 on armor roll
5 - Bus-sized (+5), +1 on morale roll, +1 on armor roll, +1 on attack roll, -2 on encountered-as roll.
6+ - Building-sized (+7), -1 Dietary habits roll, +2 on morale roll, +2 on armor roll, +2 on attack roll, -3 on encountered-as roll.
Dietary habits:
1 (or less)-2 - Herbivore/Insectivore (10% friendly, 30% wary (will flee when approached), 30% chance of being territorial, 20 % hostile)
3-4 - Scavenger (40% wary (will flee when approached), 40% chance of being territorial, 20 % hostile)
5-6+ - Carnivore (75% chance of being territorial, 25 % hostile)
Morale:
1 (or less)- Morale 6
2-3 Morale 8
4-5 Morale 10
6+ - Morale 12
Armor:
1 (or less)-3 - Thin scales - (AC as Leather)
4-5 - Bony scales - (AC as Plate)
6 - Bony plates (AC as Chain)
Basic attack roll:
1 (or less)- d4
2 - d6
4 - d8
5 - d10
6+ - d12
Encountered as...
1 (or less)- Lone.
2 - Small pack (2d4)
3 - Small family (3d4)
4 - Herd (2d6)
5 - Horde (3d6)
6+ - Swarm (4d6)
Special:
1 - Pack hunter - All dice when rolling for the amount of dinosaurs encountered are exploding.
2 - Bone club - Has some appendage with a bony growth they can use to club opponents. On maximum damage, the player can only take one action on their next turn.
3 - Flying - Once per combat, can fly for 1d6 turns. Ignores terrain, +2 AC against missiles while up in the air.
4 - Acid spit - Once per combat, can vomit out a ball of acidic goop at a target. (Range equivalent to darts). Damage dice is equivalent to the next dice down from the Dinosaur's basic attack. (d4 goes to 1 damage.)
5 - Festering maw - On a successful basic attack, target saves vs. poison or contracts a random disease/takes 1d4 damage an hour until the wound is cleaned.)
6 - Mana-eater - Ignores the first spell cast on it per day. Targets any spellcasters that are known to it, or anyone wearing stereotypical caster clothing (it will ceaselessly pursue anyone with a conical hat).
7 - Unrelenting predator - All damage dice explode.
8 - Enhanced Disgestion - Upon successfully killing and consuming a target, restores HP equal to the hit dice of the target. If combat ends without a casualty on either side, assume it heals 1d4 HP a day.
9 - RIP AND TEAR - Successful attacks cause damage that cannot be healed by rest, and must be treated by a cleric or with medicine.
10 - Uncanny intelligence - Always roll surprise if they're encountered and are hostile. Will always target the visibly weakest character. Will try to isolate party members, prevent them from aiding teammates, target anyone with healing magic.
11 - Symbiotic species - Generate another dinosaur. The two species have a mutually beneficial relationship, and will ensure that both packs survive. Fighting one pack will ensure the other pack will arrive in 1d4 turns to defend their allies.
12 - Roll twice.
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