Dinosaur, Teleosaurus

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Large Animal


Hit Dice: 3d8+21 (34 hp)

Initiative: +2 (+2 Dex)

Speed: 20 ft. (4 squares), swim 30 ft. (6 squares)

AC: 14 (-1 size, +2 Dex, +3 natural), touch 11,flat-footed 12

Attacks: Bite +9 melee and tail +4 melee

Damage: Bite (1d8 +8) and tail (1d4 +4)

Face/Reach: 10 ft./5 ft.

Special Attacks: Improved grab

Special Qualities: Fast healing 2, low-light vision

Saves: Fort +10, Ref +7, Will -1

Abilities: Str 27, Dex 14, Con 25, Int 2, Wis 6, Cha 5

Skills: Concentration +9, Hide -2, Listen -2, Move Silently +6, Spot -2

Feats Endurance, Lightning Reflexes

Climate/Terrain: Warm aquatic

Organization: Solitary

Challenge Rating: 4

Treasure: None

Alignment: Always neutral

Advancement: 4-6 HD (Large);7-9 HD (Huge)

Level Adjustment: -

An oceanic crocodile, teleosaurus is an ambush predator just like its swamp and river-living relatives. Often it will sit under coral ridges, holding its breath until it has no air left. When prey is sighted, teleosaurus will abruptly end their wait and burst into a flurry of motion.


Improved Grab (Ex): If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

Fast Healing (Ex): A creature with the fast healing special quality regains hit points at an exceptionally fast rate, 2 hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts.