Moschops

Originally Posted by katdragon of the Wizards Community forums.
Moschops is a large, plant-eating animal ths herding animal lived and went extinct before the dinosaurs evolved. It may have been preyed upon by carnivorous therapsids, like Titanosuchus and Lycaenops.
The moschops is a mammal-like dinosaur that is known for its brute strength and its incredible stubbornness. Moschops was a bulky quadruped; the front legs were sprawling but the rear legs were more column-like. It was about 16 feet long and had a barrel-like chest. Moschops had a massive, thick skull (about 4 inches thick) and used this thick skull to engage in head-butting over territory and sexual displays (like modern-day rams). When surprised or frightened, the moschops typically charge first, using their ram ability. Then they turn, use their musk, and flee. If neither of these tactics dissuades a predator, they use their powerful jaws to tear at their enemies.
Even though a typical moschops is incredibly stubborn, it can be tamed though and make excellent trackers once they have been domesticated.
Moschops are a relatively inoffensive beast that would rather run away and Hide than fight.
Moschops | |
Huge animal | |
Hit Dice | 6d8+24 (56 hp) |
Initiative | +0 |
Speed | 20 (4 squares) |
Armor Class | 17 (-2 size, +9 natural), flat-footed 17, touch 8 |
Base Attack/Grapple | +4/+17 |
Attack | Bite +11 melee (2d6+9) |
Full Attack | Bite +11 melee (2d6+9) |
Space/Reach | 15’/15′ |
Special Attacks | Head Butt, Musk |
Special Qualities | Low-Light Vision, Scent, stubborn |
Saves | Fort +10, Ref +4, Will +5 |
Abilities | Strength 24, Dexterity 10, Constitution 19, Intelligence 2, Wisdom 10, Charisma 3 |
Skills | Hide +0, Listen +1, Move Silently +4, Spot +0, Survival +4* |
Feats | Track, Improved Natural Attack (bite), Special Ability Focus (Musk). |
Environment | Warm Forests |
Organization | Solitary or herd (4-16) |
Challenge Rating | 6 |
Advancement | 7-12 HD (Huge), 13-18 HD (Colossal) |
Level Adjustment | – |
Combat
Stubborn (Ex): When a moschops is being trained the DC to teach the creature any ‘trick’ is increased by 4.
Head Butt (Ex): A moschops typically begins a battle by charging at its enemy, lowering its head to bring its massive, thick skull into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single attack with a +13 attack bonus that deals 4d6+9 points of damage.
Musk (Ex): Once per round and no more than three times per day, a moschops can emit a line of yellowish sulfuric liquid to a range of 10 feet. A creature in the area must make a successful Reflex save (DC 18) or be blinded and nauseated for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus and a +2 bonus from its Ability Focus feat. A delay poison or Neutralize poison spell removes the effects from a nauseated creature. Creatures with immunity to poison are unaffected by the nauseating effects of moschops musk but are still blinded if they fail their save. Additionally, the target suffers a -10 circumstance penalty to Hide checks while wearing clothes or armor contaminated with moschops musk. The creature also suffers a -4 circumstance penalty to all Charisma-based skill checks while wearing contaminated clothes or carrying contaminated gear. Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar over a period of three days in order to fully remove the stench of moschops musk. The prestidigitation spell cannot clean items stained by moschops musk.
Skills: A moschops has a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8. Additionally they have a +4 racial bonus to Survival when tracking by Scent.