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Dinosaur, Generic Aquatic

by Jamie Baty

Aquatic, Armoured
RC 165
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 0-15 ft. (3 squares), swim 30-50 ft. (10 squares)
Armour Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Bite +8 melee (1d8 +5)
Full Attack: Bite +8 melee (1d8 +5) and 2 flippers +6 melee (1d4 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 20, Dex 15, Con 18, Int 2, Wis 10, Cha 5
Skills: Listen +2, Spot +3, Swim +13
Feats: Improved Initiative, Iron Will, Multiattack
Environment: Any aquatic
Organisation: Solitary, Pair, or School (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large), 10-12 HD (Huge)
Level Adjustment: -

All the dinosaurs in this category are slow in comparison to other marine life, because of their large shells. They are the ancestors of modern turtles.

Combat
Armoured aquatic dinosaurs often will attack unsuspecting targets along shorelines, rather than hunt other marine creatures. Huge specimens will have the Improved Grab (Ex) and Swallow Whole (Ex) special qualities.
Skills: Armoured Aquatic dinosaurs have a +4 racial bonus to swim checks.

Aquatic, Large
RC 165
Large Animal
Hit Dice: 9d8+36 (76 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 0-15 ft. (3 squares), swim 50-80 ft. (14 squares)
Armour Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+16
Attack: Bite +11 melee (2d4 +6)
Full Attack: Bite +11 melee (2d4 +6)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +10, Ref +9, Will +6
Abilities: Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +6, Spot +6, Swim +17
Feats: Alertness, Dodge, Improved Initiative, Iron Will
Environment: Any aquatic
Organisation: Solitary, Pair, or Pack (2-5)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

Most large aquatic dinosaurs are similar to fish, turtles, or a combination of the two. Most are omnivorous, eating marine plants and a few small fish or other easy victims. Some look like snakes with unarmoured turtle like bodies. Carnivorous types will be more aggressive and territorial.

Combat
Omnivorous large aquatic dinosaurs will be cautious and go after easy targets; carnivorous types will attack anything smaller than it that moves in the water. Huge specimens will have the Improved Grab (Ex) and Swallow Whole (Ex) special qualities.
Skills: Large Aquatic dinosaurs have a +8 racial bonus to swim checks.

Aquatic, Small
RC 165
Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +5 (+5 Dex)
Speed: swim 40-60 ft. (12 squares)
Armour Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14
Base Attack/Grapple: +1/-3
Attack: Bite +7 melee (1d4)
Full Attack: Bite +7 melee (1d4)
Space/Reach: 5 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +5, Ref +8, Will +1
Abilities: Str 10, Dex 21, Con 15, Int 2, Wis 12, Cha 7
Skills: Hide +9, Listen +3, Spot +3, Swim +9
Feats: Weapon Finesse
Environment: Any aquatic
Organisation: Solitary, Pair, or School (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

Only aquatic dinosaurs similar to primitive fish and eels fall into this category.

Combat
These dinosaurs rarely fight anything larger than them, but they will swarm targets if threatened and cornered.
Skills: Small aquatic dinosaurs have a +8 racial bonus to swim checks.