Dinosaur, Diplodocus
The diplodocus is one of the longest dinosaurs, capable of reaching lengths of 100 feet or more. Much of this length is taken up by the diplodocus's tremendously powerful whiplike tail, a devastating weapon capable of striking at a considerable range.
- HP
- 190 (20d8+100)
- AC
- 25, touch 4, flat-footed 23 (+2 Dex, +21 natural, –8 size)
- Speed
- 30 ft.
- Init
- +6
- Melee
- 2 tail lashes +22 (4d6+15/19–20)
- Space
- 30 ft.
- Reach
- 60 ft.
- BAB
- +15
- CMB
- +38 (+40 bull rush)
- CMD
- 50 (52 vs. bull rush, 54 vs. trip)
- Fort
- +17
- Ref
- +14
- Will
- +11
trample (2d8+22, DC 35)
Awesome Blow, Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Critical (tail lash), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Staggering Critical
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.</p>
Perception +32
- Type
- Animal
- Alignment
- N
- Size
- Colossal
- Environment
- warm plains
- Organization
- solitary, pair, or herd (3–14)
- Treasure
- none
- Senses
- low-light vision, scent; Perception +32
- Source
- Bestiary 4
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Staggering Critical (Feat)House/Core — covered by the site's Section 15.
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