Hit Dice: 9d8+78 (118 hp)
Speed: 20 ft.
AC: 22 (-2 size, -2 Dex, +16 natural); touch 6,flat-footed 22
Attacks: Tail slap +13 melee
Damage: Tail slap 2d6+13
Face/Reach: 10 ft. by 30 ft. /10 ft.
Special Attacks: Trample 2d12+13
Special Qualities: Darkvision 60 ft., low-light vision, Scent
Saves: Fort +16, Ref +4, Will +2
Abilities: Str 29, Dex 7, Con 26, Int 1, Wis 9, Cha 8
Skills: Listen +7, Spot +7
Feats Alertness, Great Fortitude, Toughness x2
Climate/Terrain: Warm forest, hills, plains, and marsh
Organization: Solitary, pair, or herd (20-40)
Challenge Rating: 7
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: -
Ankylosaurus is a heavily armoured, quadruped herbivore. It is a versatile plant-eater, equally at home among temperate forests, humid marshes, and dry grasslands. These creatures sometimes travel in herds for added protection from larger predators. The typical ankylosaurus is 25 to 35 feet in length, 4 1/2 feet tall, and 7 to 8 feet wide. A bony, armoured shell covered with spikes protects its back and sides, giving the dinosaur the appearance of some infernally armoured siege machine. This carapace protects the dinosaur from most attacks —indeed; those who have wounded an ankylosaurus and lived to tell the tale swear that the only way to harm the beast is to strike it on its underbelly. Its wide, flat, armoured head protects a tiny brain. Its four legs are quite muscular, and it can rear up on the hind pair to reach the tender leaves of some of its favourite plants. Its heavy tail is tipped with a massive club, which the ankylosaurus can swing with devastating force and accuracy. This can cause even the most determined predator to think twice before attempting to make a meal of ankylosaurus.
Ankylosaurus rarely attacks unless it or its herd is threatened. Though it is slow to action, once this dinosaur views another creature as an enemy, it fights until either it or its attacker is dead. In battle, it stands put, swinging its tail at any creature that comes within reach. If it takes 80 or more points of damage or finds itself cornered, it attempts to flee, trampling any creatures in its path.
Trample (Ex): As a standard action during its turn each round, ankylosaurus can trample opponents at least one size category smaller than itself. This attack deals 2d12+13 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 23) for half damage.