Library / Bestiary

Dinosaur, Iguanodon

CR 6.00 Animal N Huge
This dinosaur seems comfortable on two legs or four. Its front limbs are each adorned with a cruel-looking, thumblike spike.

Iguanodons are large, herbivorous dinosaurs that inhabit swamps and forests where they can take advantage of abundant vegetation. The iguanodon is capable of moving on two feet or on four, quickly switching from one stance to the other, depending on whether it needs to move through dense foliage or to reach delectable morsels hanging up in the canopy.

Although iguanodons are herbivores, they are notoriously quick to anger. Their thumb spikes make their claws particularly devastating weapons—a well-placed blow from one of these claws can turn a hungry predator into a cowering beast with one swift strike. Iguanodons are 30 feet long and weigh 6,000 pounds.

STR
27
DEX
14
CON
19
INT
2
WIS
12
CHA
7
HP
76 (9d8+36)
AC
19, touch 10, flat-footed 17 (+2 Dex, +9 natural, -2 size)
Speed
30 ft.
Init
+2
Melee
2 claws +13 (1d8+8/×3)
Space
15 ft.
Reach
15 ft.
BAB
+6
CMB
+16
CMD
28 (32 vs. trip)
Fort
+10
Ref
+8
Will
+4

Thumb Spikes — An iguanodon's thumb spikes can inflict grievous wounds—they deal triple damage on a successful critical hit.

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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>

Run from Feat

<p class="stat-block-1"> When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.</p>

Skill Focus from Feat

<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>

Skill Focus from Feat

<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>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Perception +12, Stealth +4

Details
Type
Animal
Alignment
N
Size
Huge
Environment
warm forests or swamps
Organization
solitary, pair, or pack (3-6)
Treasure
none
Senses
low-light vision, scent; Perception +12
Source
Bestiary 3
Sources Used in This Record
5 House/Core
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Run (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.