Hit Dice: 12d8+135 (189 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
AC: 9 (-4 size, +1 Dex, +2 natural), touch 7, flat-footed 8
Attacks: Slam +21 melee and tail +16 melee
Damage: Slam (2d6 +16) and tail (2d8 +8)
Face/Reach: 20 ft./15 ft.
Special Attacks: Powerful charge, trample
Special Qualities: Low-light vision, low-light vision, scent
Saves: Fort +19, Ref +9, Will +7
Abilities: Str 42, Dex 13, Con 33, Int 2, Wis 12, Cha 5
Skills: Hide -7, Listen +1, Move Silently +8, Spot +5
Feats: Endurance, Improved Initiative, Iron Will, Run, Toughness
Climate/Terrain: Temperate plains, forests
Organization: Solitary, Pair, Family (2-5), Colony (5-20), or Herd (20-40)
Challenge Rating: 11
Alignment: Always neutral
Advancement: 13-24 HD (Gargantuan);25-36 HD (Colossal)
Level Adjustment: -
Charonosaurus is a large hadrosaur that roams the temperate forests and plains. Although preyed upon by ferocious predators such as tarbosaurus, the sheer size of their herds can dissuade any typical predator. Charonosaurs utter bellowing cries that can be heard for miles.
Powerful Charge (Ex): When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.
Trample (Ex): As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer. A trample attack deals bludgeoning damage (the creature’s slam damage + 1-1/2 times its Str modifier). The creature’s descriptive text gives the exact amount. Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round; no matter how many times its movement takes it over a target creature.
Low-Light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish colour and detail under these conditions. Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odours just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed, only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odour is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.