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| cobaltstarfire04-07-05, 08:28 PM | Dino-Torch And Dino Rhino, what do you think? http://img.photobucket.com/albums/v392/cobaltstarfire/diros.png Dino Rhino Large Magical Beast Dino-Rhinos are heavily built pale blue herbivore dragons from the donut plains with a beaked mouth and a bony head frill. Young Dino Rhinos are called Dino-Torches and can blow fire. Hit die: 6d10+20 (40 Hp) Initiative: +0 Speed: 30 ft (6 squares) AC 14 (+0 dex, +4 Natural, -1 size) Flat Footed 14 Touch 9 BAB/Grapple +5/+8 Attack Slam +9 Melee (1d6+4) Full Attack Slam +9 Melee (1d6+4) Space/Reach: 10/5 Special Attacks: Trample 1d6+4 Special Qualities: Darkvision out to 60 feet, low-light vision. Saves: Fort 8 Ref 4 Will 1 Abilities: str 22, dex 10, con 18, Int 2, Wis 11, Cha 9 Skills: Spot: 11, Listen 11 Feats: Alertness, Great Fortitude, Power Attack Environment: Temperate Plains Organization: Solitary, Pair, or Pack (5-10 Dino Rhinos, and 3-8 Dino-Torches) CR: 5 Treasure: None, however it's hide and bone can be taken to make armor and weapons Alignment: Always Neutral Advancement: 7-10 HD (Large), 11-15 HD (Huge) LA:- Combat: Dino-Rhinos only fight when extremely threatened or protecting their young, Bull Dino-Rhinos are a bit more aggresive and territorial and will sometimes try to trample trespassers without warning. Trample: DC 17 Ref save for half, the save DC is strength based. Dino-Torch Small Magical Beast Dino-Torches are really young Dino-Rhinos, because they do not yet have the tough skin of their adult counter parts Dino-Torches have the ability to breath lines of fire thanks to their incredibly high metabolism. As they age their metabolism drops to a crawl so Dino-Rhinos do not have the extra energy to fuel a breath weapon. Hit Die: 1d10+1 (6 Hp) Initiative: +1 Speed: 25 ft. (5 squares) AC:14 (+1 Dex, +2 Natural, +1 Size) Flat Footed 13, Touch 12 BAB/Grapple: +1/+0 Attack: Slam +1 Melee (1d4) Full attack: Slam +1 Melee (1d4) Space/Reach: 5ft/5ft Special Attacks: Breath Weapon Special Qualities: Darkvision out to 60 feet, low-light vision. Saves:Fort +3 Ref +3 Will +0 Skills: Spot: 6 Listen: 6 Feats: Alertness Environment: Temperate Plains. Organization: Pack (5-10 Dino Rhinos, and 3-8 Dino-Torches) CR: 3 Treasure: None Alignment: Always Neutral advancement: 3-4 HD (medium) LA:- Breath Weapon: Line of fire, a Dino Torch can breath a 15 foot line of fire every 1d4+1 rounds that deals 1d6 damage. One can reflext save for half (DC 11) Combat: Dino Torches tend to flee combat, if threatened they will use their breath weapon as often as possible, and slam into the opponent bodily. Dino-Rhino and Dino-Torch are copyright Nintendo |