This horse-sized reptile has smooth skin, long jaws with needle-like teeth, webbed paws and a short fin running along its back and tail.
Originally Posted by Shade of the En World forums.
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A nothosaurus is a primitive semi-aquatic reptile related to plesiosaurs.
Nothosaurs live on beaches in tropical and semi-tropical climates, and behave much like seals- spending most of their time sleeping on the shore and going into the water to feed. Despite their bulk (10 feet long and about 500 pounds), they are very graceful in the water, where they hunt small fishes and squid.
|Hit Dice||4d8+8 (26 hp)|
|Speed||20 ft. (4 squares), Swim 40 ft.|
|Armor Class||13 (-1 size, +1 Dexterity, +3 natural), touch 10, flat-footed 12|
|Attack||Bite +6 melee (1d8+4)|
|Full Attack||Bite +6 melee (1d8+4)|
|Space/Reach||10 ft./5 ft.|
|Special Attacks||Improved grab|
|Special Qualities||Dart, hold breath, Low-Light Vision, Scent|
|Saves||Fort +6, Ref +5, Will +2|
|Abilities||Strength 18, Dexterity 13, Constitution 15, Intelligence 2, Wisdom 13, Charisma 7|
|Skills||Hide -1, Listen +6, Move Silently +11, Spot +6, Swim +13|
|Organization||Solitary, pair or shoal (3-12)|
|Advancement||5-8 HD (Large) 9-12 HD (Huge)|
Nothosaurs are usually not aggressive to anything larger than a fish, but during mating season the bulls do get territorial and lash out against anything in their way. If provoked, a nothosaurus attacks with its bite and its two front claws.
- Dart (Ex): Once per hour, a nothosaurus can Swim five times its normal speed (200 feet) when it makes a charge.
- Hold Breath (Ex): A nothosaurus can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.
- Improved Grab (Ex): To use this ability, a nothosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
- Skills: A nothosaurus has a +8 racial bonus on Move Silently checks. A nothosaurus has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Originally appeared in Monster Manual II (1983).