Dinosaur, Spinosaurus
Larger even than the tyrannosaurus, the spinosaurus is 60 feet long and weighs 25,000 pounds or more. It hunts primarily along coastal and river shorelines.
- HP
- 170 (20d8+80)
- AC
- 24, touch 8, flat-footed 22 (+2 Dex, +16 natural, -4 size)
- Speed
- 40 ft., swim 30 ft.
- Init
- +6
- Melee
- bite +23 (2d8+12/19-20 plus grab), 2 claws +23 (2d6+12)
- Space
- 20 ft.
- Reach
- 20 ft.
- BAB
- +15
- CMB
- +31 (+35 grapple)
- CMD
- 43
- Fort
- +16
- Ref
- +16
- Will
- +9
swallow whole (2d8+12, AC 18, 17 hp)
Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Run, Skill Focus (Perception), Staggering Critical
<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"> When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.</p><p class="stat-block-2">When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.</p>
<p class="stat-block-1"> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</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 get a +2 bonus on all Reflex saving throws.</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>
<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 +25, Swim +28
- Type
- Animal
- Alignment
- N
- Size
- Gargantuan
- Environment
- warm forests or swamps
- Organization
- solitary, pair, or pack (3-6)
- Treasure
- none
- Senses
- low-light vision, scent; Perception +25
- Source
- Bestiary 3
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Diehard (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Endurance (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: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Run (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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