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| Draconian_Cloud11-14-06, 03:28 AM | Have any of you played Dino Crisis 3, if you have and woundered what it would be like to have them in your game I have two here for you. All dinosaurs have been slightly altered to make them usable in your dnd games. Algol Large Animal Hit Dice: 4d8+16 (34 hp) Initiative: +2 (+2 Dex) Speed: 60 ft. (12 squares) Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed Base Attack/Grapple: +3/+12 Attack: Claw +7 melee (1d3 +5) Full Attack: 2 Claw +7 melee (1d3 +5) and bite +2 melee (2d4 +2) Space/Reach: 10 ft./10 ft. Special Attacks: Pounce, shock blast Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +6, Will +2 Abilities: Str 21, Dex 15, Con 19, Int 2, Wis 12, Cha 10 Skills: Hide -2, Intimidate +4, Listen +1, Spot +1, Survival +4 Feats: Run,Track Environment: Warm plains,forests Organization: Solitary, Pack (2-5) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Large); 9-12 HD (Huge) Level Adjustment: - This creature looks like a blackish-blue raptor with a hammerhead-like skull. It lets out a scream like some creature from hell laughing right before it blast you with a bolt of lightning from it's head. The Algol is highly agile and has well-developed hind legs that enable tremendous jumps. When agitated, it can release shock blasts from the electricity-generating organ on its head. Algols hunt in packs. Algol cumunicate with each other threw a series of electrical impluses and deep throated growls that sound alot like a demon laughing giving them the nick name Demon Lizard. Combat A Algol uses it's shock blast to soften up prey before entering combat where it uses its jaws and claws until it can blast again. Pounce (Ex): When a Algol makes a charge, it can follow with a full attack. Shoch Blast (Ex): Once every 1d4+1 rounds a Algol may shot a 30ft. ray of lightning that deals 3d6 electricity damage. DC 12 Reflex save for half damage. 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 odors 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 odor 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. Society Algols live in packs of 2-5 indivigials plus 4-48 hatchlings. Packs contain one dominant male advanced to 9 HD and hunting females. Algols serve to weed out the weak and sick in their enviroment by killing and consuming them. The only time Algols are encountered alone is when a male matures and is kicked out of its pack. These rouge males countinue to grow until they can make a bid for a pack or form one of their own. Algols do not tolarate other Algol packs or rouge males in their hunting ranges. This creature has not yet been play tested. Young Australis Large Animal Hit Dice: 18d8+99 (180 hp) Initiative: +1 (+1 Dex) Speed: 40 ft. (8 squares) Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 1Base Attack/Grapple: +13/+27 Attack: Bite +22 melee (3d10 +10) Full Attack: Bite +22 melee (3d10 +10) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, shock blast, swallow whole Special Qualities: fast healing 5, low-light vision, scent Saves: Fort +16, Ref +12, Will +8 Abilities: Str 31, Dex 12, Con 21, Int 2, Wis 15, Cha 10 Skills: Gather Information +12, Heal +7, Hide -3, Listen +4, Search +8, Spot +4 Feats: Alertness,Improved Natural Attack,Investigator,Run,Toughness,Toughn ess, Toughness, Track Environment: Warm plains Organization: Solitary, Pair, or Pride (5-20) Challenge Rating: 17 Treasure: None Alignment: Always neutral Advancement: 19-36 HD (Large)(Adult); 37-54 HD (Huge)(Old) Level Adjustment: - A creature out of a nightmare burst threw the trees and comes running at you. Its skin is made up of some kind of weird bony covering. It roars to revile two rows of teeth the size of steak knifes. Created by a mad wizard the Australis is not a natural creature, but has become a feature of many warm plains.Failure to develop a suitable skin resulted in its exposed musculature. However, its self-healing properties and ferocious disposition make it a formidable foe to any that cross its path. Equipped with an electricity-generating organ, the creature releases shock blasts. Combat Uses tactics much like a Tyrannosaur, but also uses its shock blast to soften up victums. Improved Grab (Ex): Shock Blast (Ex): Once every 1d4 rounds a Australis may shot a 100 ft. ray of lightning that deals 10d6 electricity damage. DC 12 Reflex save for half damage Swallow Whole (Ex): Fast Healing (Ex): Scent (Ex): Society Australis hunt creatures no larger then huge, their favorite prey being Algol. Many suspect that the Australis was created by fusing a Tyrannosaur and an Algol, but if this is how they were created it does not explain the skin and fast healing abilitie. Australis live solatary lives except during the rearing of young. During this time the pair stay to gather taking turns hunting while the other gaurds the nest. Mated pairs produce 1-4 eggs when the female lays. The pair only stay togather till the young can depend on its self (about 2-3 years). Australis live for around 20 years growing threw out their lives. This creature has not yet been play tested. If you are interested I can post more, also if you have an original idea for a dinosaur like the ones from Dino Crisis 3 plz post them here. I would like to make this thread a Dino Crisis 3 Dinosaur Manual if I can. I would also be interested in making any custom DC3D's (Dino Crisis 3 Dinosaur) ideas that you may have too! |
| Draconian_Cloud11-14-06, 08:58 AM | Bump |
| Draconian_Cloud11-15-06, 06:15 PM | Rigel Small Animal Hit Dice: 2d8+6 (15 hp) Initiative: +7 (+7 Dex) Speed: 20 ft. (4 squares), climb 20 ft. (4 squares) Armor Class: 21 (+1 size, +7 Dex, +3 natural), touch 18, flat-footed 14 Base Attack/Grapple: +1/-3 Attack: Bite +2 melee (1d8 +0) Full Attack: Bite +2 melee (1d8 +0) Space/Reach: 5 ft./0 ft. Special Attacks: Paralysis, pounce Special Qualities: Low-light vision, scent, tremorsense Saves: Fort +6, Ref +10, Will +1 Abilities: Str 10, Dex 24, Con 16, Int 1, Wis 12, Cha 10 Skills: Balance +9, Climb +8, Escape Artist +9, Hide +11, Listen +4, Spot +3, Survival +1 Feats: Agile Environment: Warm marshes Organization: Solitary, Cluster (2-5), Pack (5-20), Herd (20-40), Horde (40-60), or Run Like Hell (60+) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 3-4 HD (Small) Level Adjustment: - A small white creature emerges from the branches of a nearby swamp fern. As you look at it you notice how much it resembles a short fat snake without any eyes. Before you can relise your in danger, more fall from the branches of the trees and begin moving toward you and your compainions. Individually, this particular species poses no significant threat. However, an insatiable appetite coupled with a tendency to blindly feed on anything that moves, makes this a very dangerous creature when encountered in large numbers. These creatures sleep only 3 hours a day, and hunt for most of the remaining 21 hours. When not hunting or sleeping they are sitting in ambush. Combat Rigel attack in mass hoping to overwhelm their prey. As soon as one creature becomes paralyses all present will swarm over the creature consuming it within seconds. Paralysis (Ex): This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (the DC is given in the creature’s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. Pounce (Ex): When a Rigel makes a charge, it can follow with a full attack including rake attacks if the creature also has the rake ability. Scent (Ex): Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text. Society Rigel are the first stage in a two stage life cycle. When they reach 4 HD (these growth takes about 2 years per HD) 6o Rigel will hide away and begin their transformation into a Gebalrai, a prosess that takes about 2-4 years. During this time the Rigel do not hunt and consume each other to survive. When the transformation is complete the remaining 2-3 Rigel emerge as Gebalrai and head off in different directions looking for a mate. This creature has not yet been play tested. Miaplacidus Huge Animal Hit Dice: 22d8+66 (165 hp) Initiative: +5 (+5 Dex) Speed: 40 ft. (8 squares), swim 70 ft. (14 squares) Armor Class: 18 (-2 size, +5 Dex, +5 natural), touch 13, flat-footed 13 Base Attack/Grapple: +16/+35 Attack: Claw +25 melee (1d8 +11) Full Attack: 2 Claw +25 melee (1d8 +11) and bite +20 melee (3d6 +5) Space/Reach: 15 ft./15 ft. Special Attacks: - Special Qualities: Low-light vision, scent Saves: Fort +16, Ref +20, Will +9 Abilities: Str 33, Dex 21, Con 17, Int 2, Wis 15, Cha 14 Skills: Hide -3, Jump +11, Listen +10, Spot +10, Survival +2, Swim +22 Feats: Athletic,Lightning Reflexes Environment: Warm aquatic and forests Organization: Solitary, or Mated Pair Challenge Rating: 21 Treasure: None Alignment: Always neutral Advancement: 23-44 HD (Huge); 45-66 HD (Gargantuan) Level Adjustment: - Nothing can describe what I'm seeing, It has a sail on it's back large claws and a crocodile-like head that has no eyes. Its hide is colored like a rainbow posessing all forms of colors. Evolutonary amphibious qualities allow survival on both land and water, the Miaplacidus is an aggressive creature with a sharp dorsal fin. Some Miaplacidus have the abilite to fire jets of high presure water enabling them to damage foes at a distance (Water Jet-Damage 5d6 force Line 100 ft. Refelex DC 15 for half damage) increasing their CR to 22. Miaplacidus live solatary lives until their 20th year of life. At this point in their lives the Miaplacidus start looking for a mate, and once mated a pair stay togather for their remaining 10 years of life. A mated pair can lay up to a dozen eggs once every 2 years, the young stay with the pair for about a year at which point they are fully grown. Combat Miaplacidus perfer to hunt in deep water where their blinding speed makes it easy to out run prey or any threats possed by it' predators (which only include Gargantuan or larger Carnosaurs and Dragons). 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 odors 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 odor 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. Society All information has already been given. This creature has not yet been play tested. |
| Foxhengeyokai11-15-06, 06:27 PM | The mipladicus is NOT gonna be CR21 for one good reason. It. Can't. Fly. At 20th level, everyone is just gonna fly away and shoot it do death. |
| Draconian_Cloud11-15-06, 07:24 PM | The mipladicus is NOT gonna be CR21 for one good reason. It. Can't. Fly. At 20th level, everyone is just gonna fly away and shoot it do death. Good point, but may I point out that most weapons don't work that effectivly when fired into water. Also the variant with the water jet attack could shot them out of the sky much like an archer fish. This creature was created using a monster creater I found with a link from these boards, and has not been play tested. If you think it should have a differnt CR please post what you think it should be. I enjoy reading everyones coments good or ill. Later tonight I will have the remaining dinosaurs from Dino Crisis 3 completed and posted. Once again thank you for your opinion, what do you think the CR should be. Thank you. |
| Foxhengeyokai11-15-06, 07:32 PM | Allright, and thanks for being open to criticism! I'm a horrible judge of CR, so don't expect me to say one. |
| Draconian_Cloud11-15-06, 07:46 PM | Allright, and thanks for being open to criticism! I'm a horrible judge of CR, so don't expect me to say one. No problem criticism is a MUST, everything you make always looks good (to the creater). And I hear yeah I hate making CRs they take along time to get right. |
| Insane Pixie11-15-06, 11:25 PM | The mipladicus is NOT gonna be CR21 for one good reason. It. Can't. Fly. At 20th level, everyone is just gonna fly away and shoot it do death. That's a load. The tarrasque can't fly, and neither can half the demon lords. The real reason it's not going to be CR 21 is because an 9th- or 10th-level party could tear it to shreds. Horrible hp, weak attacks. It's only marginally more powerful than the T-Rex with claws and a swim speed. |
| Draconian_Cloud11-16-06, 03:55 AM | That's a load. The tarrasque can't fly, and neither can half the demon lords. The real reason it's not going to be CR 21 is because an 9th- or 10th-level party could tear it to shreds. Horrible hp, weak attacks. It's only marginally more powerful than the T-Rex with claws and a swim speed. I give two against one. Thank you for the input I greatly am interested in any coments good or ill. On that note could somebody play test these so we can get good CRs, I really want these to be the best they can. If anybody has any original dinosaur hybrid ideas please post em. This is the fantisy dinosaur thread as well. ;) |