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Dinosaur, Charonosaurus

By Debivort, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=2538283, Charonosaurus
By Debivort, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=2538283

Charonosaurus is a large hadrosaur that roams the temperate forests and plains.

Originally Posted by Raptorial of the Wizards Community forums.

On this Thread

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.


Dinosaur, Hadrosaur

Family: Dinosaurs

Huge beast, unaligned

Armor Class 14 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 30 ft.

STRDEXCONINTWISCHA
19 (+4)11 (+0)17 (+3)2 (-4)10 (+0)6 (-2)

Senses passive Perception 10
Languages –
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Trampling Charge. If the Hadrosaur moves at least 20 feet straight toward a creature and hits that creature with a Ram attack on the same turn, that target must succeed on a DC 13 Strength check or be knocked prone. If the target is knocked prone, the Hadrosaur may make one Stomp attack against it as a bonus action.

ACTIONS

  • RamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
  • StompMelee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 17 (3d8 + 4) bludgeoning damage.

ABOUT

A generally placid and peaceful grazer of grass and ferns, the Hadrosaur is a danger only in large numbers. Shy, these creatures prefer to avoid trouble. However, each herd keeps several of its number on lookout. When danger threatens, the herd bunches together, placing young and pregnant females in the center. If the threat attacks, the herd attempts to move away en masse, but this direction is always away from the first threat and might lead to them trampling other hunters or running into a more dangerous situation.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

Charonosaurus
Gargantuan animal
Hit Dice12d8+135 (189 hp)
Initiative+5 (+1 Dexterity, +4 Improved Initiative)
Speed40 ft. (8 squares)
Armor Class9 (-4 size, +1 Dexterity, +2 natural), touch 7, flat-footed 8
Base Attack/Grapple+9/+37
AttackSlam +21 melee (2d6 +16)
Full AttackSlam +21 melee (2d6 +16) and tail +16 melee (2d8 +8)
Space/Reach20 ft./15 ft.
Special AttacksPowerful charge, trample
Special QualitiesLow-Light Vision, Low-Light VisionScent
SavesFort +19, Ref +9, Will +7
AbilitiesStrength 42, Dexterity 13, Constitution 33, Intelligence 2, Wisdom 12, Charisma 5
SkillsHide -7, Listen +1, Move Silently +8, Spot +5
FeatsEnduranceImproved Initiative,Iron Will,Run,Toughness
EnvironmentTemperate plains,forests
OrganizationSolitary, Pair, Family (2-5), Colony (5-20), or Herd (20-40)
Challenge Rating11
TreasureNone
AlignmentAlways neutral
Advancement13-24 HD (Gargantuan); 25-36 HD (Colossal)
Level Adjustment

Combat

Powerful Charge (Ex) When Charonosaurus 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, Charonosaurus 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 Strength 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 Strength 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 color and detail under these conditions.

Scent (Ex) This special quality allows Charonosaurus 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 Charonosaurus 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.

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