Dinosaur, Pachycephalosaurus
A pachycephalosaurus is a normally peaceful dinosaur that grows irate and violent during mating season or when its herd is intruded upon by potential predators. The dinosaur's skull has a distinctive dome-shaped crown surrounded by numerous bony horns—this, combined with the dinosaur's powerful, compact neck, allows it to make battering-ram-like charges capable of inflicting great damage.
Pachycephalosauruses grow to a length of 15 feet and weigh 1,400 pounds.
- HP
- 37 (5d8+15)
- AC
- 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
- Speed
- 40 ft.
- Init
- +2
- Melee
- slam +8 (2d6+9)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +3
- CMB
- +10 (+12 bull rush)
- CMD
- 22 (24 bull rush)
- Fort
- +7
- Ref
- +6
- Will
- +2
Clobbering Charge — When a pachycephalosaurus hits a target with its slam attack at the end of a charge, it can initiate a bull rush as a free action to move the struck target back in the same direction as the dinosaur's charge. The pachycephalosaurus cannot move with the target of the bull rush. If a pachycephalosaurus scores a critical hit against a creature with its slam attack at the end of a charge, it also staggers the target for 1 round. If the victim succeeds at a DC 18 Fortitude save, the stagger effect is negated, but the victim still suffers the effects of the dinosaur's bull rush attempt. The save DC is Strength-based.
<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"> 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"> 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>
Perception +8, Stealth +2
- Type
- Animal
- Alignment
- N
- Size
- Large
- Environment
- warm or temperate plains
- Organization
- solitary or pair
- Treasure
- none
- Senses
- low-light vision, scent; Perception +8
- Source
- Bestiary 3
-
Uses feat: Improved Bull Rush (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.
-
Uses feat: Run (Feat)House/Core — covered by the site's Section 15.
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