(Dinosaur) Camarasaurus

This massive quadruped has a short box-like head atop a long neck, a stout but powerful tail and an elephantine hide.
Originally Posted by Shade of the En World forums.
Camarasaurus travels in herds, or at least in family groups.
The most unusual features of Camarasaurus are on its head. The large jaw bones have strong jaw muscles, and the teeth were unusually large for a sauropod. With sharp points that chopped the coarse and tough plants it eats.
Dinosaur, Camarasaurus | |
Colossal animal | |
Hit Dice | 18d8+129 (210 hp) |
Initiative | -1 |
Speed | 30 ft. (6 squares) |
Armor Class | 10 (-8 size, -1 Dexterity, +9 natural), touch 1, flat-footed 10 |
Base Attack/Grapple | +13/+39 |
Attack | Stamp +15 melee (4d6+10) |
Full Attack | 2 stamps +15 melee (4d6+10) |
Space/Reach | 40 ft./30 ft. |
Special Attacks | Trample 6d6+15 |
Special Qualities | Low-Light Vision, Scent |
Saves | Fort+20, Ref +10, Will +10 |
Abilities | Strength 30, Dexterity 9, Constitution 24, Intelligence 1, Wisdom 14, Charisma 7 |
Skills | Listen +14, Spot +15 |
Feats | Alertness, Diehard, Endurance, Great Fortitude, Iron Will, Toughness |
Environment | Warm forests, hills and plains |
Organization | Solitary, pair or pod (6-36) |
Challenge Rating | 9 |
Treasure | None |
Alignment | Always neutral |
Advancement | 19-54 HD (Colossal) |
Level Adjustment | – |
COMBAT
When attacked, camarasaurs are capable of using their powerful tails in defense, but are just as likely to run away.
The stamps of a camarasaurus are considered to be bludgeoning and slashing weapons for the purposes of overcoming damage reduction.
Trample (Ex): A camarasaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must make a Reflex save (DC 29 half) or take 6d6+15 damage. The save DC is Strength based.
Originally appeared in Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).