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(Dinosaur) Ouranosaurus

Originally Posted by Darknecromancer of the Wizards Community forums.  
On this Thread

From the water emerges one of the most beautiful and magnificent creatures you have ever seen. It looks like a Hadrosaur, but that sail is distinctive and you can’t help but stare at it. It continues on and joins its herd a ways off and you are left gaping at the exquisite pattern on the thing’s sail.

Ouranosaurus is a medium-sized hadrosaur by their standards at about 23 ft long and weighing some 3 tons. The most obvious difference between it and every other member of its family is that they have a sail on their backs which is used to heat or cool the creature’s body. It can also be filled with blood is the creature is alarmed to for a pattern confusing predators as to where the Ouranosaurus’ head is.

Ouranosaurus
Huge animal
Hit Dice13d8+104 (162 hp)
Initiative+2 (+2 Dexterity)
Speed30 ft. (6 squares)
Armor Class17 (-2 size, +2 Dexterity, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple+9/+25
AttackSlam +16 melee (2d6+9)
Full AttackSlam +16 melee (2d6+9)
Space/Reach15ft./10 ft.
Special AttacksTrample 2d8+9
Special QualitiesLow-Light Vision, Scent, colorful sail
SavesFort +21, Ref +5, Will +5
AbilitiesStrength 23, Dexterity 14, Constitution 24, Intelligence 2, Wisdom 15, Charisma 13
SkillsListen +19, Spot +19
FeatsGreat Fortitude, Improved Natural Attack (Slam), Improved Toughness, Weapon Focus (Slam)
Climate/TerrainTemperate plains
OrganizationSolitary, pair, or herd (20-40)
Challenge Rating9
TreasureNone
AlignmentAlways neutral
Advancement14- 27 HD (Huge)

Combat

While an Ouranosaurus can deliver a powerful bash with it body, it prefers running to fighting and will try to avoid combat.

Trample (Ex) An Ouranosaurus can take a double-move action and run over opponents at least two sizes smaller than itself, automatically dealing trample damage. Those trampled can make attacks of oppertunity or saves for half as normal.

Colorful Sail (Ex) During combat, an Ouranosaurus will fill its sail with blood, making accurate attacks against it difficult. Opponents must make a Will save DC 17 or attack the sail instead of another, more vital section of the creature. If they fail, their attacks deal only 1/4 normal damage and all of this damage is considered subdual damage.

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