(Dinosaur) Sinraptor

This was a large, fast meat-eater similar in looks to Allosaurus it was a little lighter and faster.
Originally Posted by Allenbdinoboy of the Wizards Community forums.
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Sinraptor | |
Huge animal | |
HD | 12d8+72 (120 Hp) |
Initiative | +2 (+2 Dexterity) |
Speed | 60 ft. (8 squares) |
Armor Class | 16 (-2 size, +2 Dexterity, +6 natural), touch 10, flat-footed 14 |
Base Attack/Grapple | +8/+13 |
Attack | Bite +15 melee (3d6+10) |
Full Attack | Bite +15 melee (3d6+10) and 2 claw +10 melee (1d8+7) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Improved Grab, Pounce, Shake |
Special Qualities | Low-Light Vision, Scent |
Saves | Fort +12, Ref +10, Will +5 |
Abilities | Strength 24, Dexterity 14, Constitution 22, Intelligence 2, Wisdom 12, Charisma 10 |
Skills | Spot +15, Listen: +15, Hide +9 |
Feats | Improved Natural Weapon (Bite), Improved Toughness, Improved Bull Rush, Run |
Environment | Warm land |
Organization | Solitary, Pair, or Pack (2-6) |
Challenge Rating | 9 |
Treasure | None |
Alignment | Always neutral |
Advancement | Hatchling 5-7(Medium), Juvinile 8-11(Large), Adult 12-24 HD(Huge), Sin-Lord 25-36 HD(Gargantuan) |
Combat
The Sinraptor relies on speed, not strength to take down its prey. It’s most common tactic is to wait untill it’s prey is close then to burst out of the foliage and leap at it, and aims for the creature’s neck where it latches on.
Improved Grab: If a Sinraptor hits with any opponent of Small size or bigger (that has a neck or similar body part, A limb will do) with it’s 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. A Sinraptor’s Improved Grab hits the opponent’s neck and latches on. If a Sinraptor begins a turn with an opponent in it’s Improved Grapple, It can choose to use the Shake ability instead of taking it’s it normal action. If the Creature is Small to large size, it can be lifted into the air. Only Sinraptors of Adult or Older Can use this.
Shake: If A Sinraptor has an opponent of small size or bigger in It’s Improved Grab it can choose to instead shake by making a successful grapple check. A Shake Deals the Followin to it’s subject 4d6+20 Damage (when it is an Adult) or 6d6+35 ( When it is A SinLord), as it’s rapidly shaked causing massive damage to neck and brain shaken baby syndrome style. If the creature survives, It must make a Fortitude Save at a DC of 27 to avoid being shaken (not the attack) for 1d6 Turns. Even if the Subject succedes it is still grappled, and can be shaken agian next turn. Only Sinraptors of Adult or Older Can use this.
* Sinraptors Gain a +13 Racial Bonus to Hide checks.