Library / Bestiary

Dinosaur, Triceratops

CR 8.00 Animal N Huge HD 14
This beast's armored head has three sharp horns decorating its face and a large round crest angling back over its neck from its skull.

The triceratops is a stubborn and short-tempered herbivore.

A typical triceratops is 30 feet long and weighs 20,000 pounds.

HP
119 (14d8+56)
AC
21, touch 7, flat-footed 21 (-1 Dex, +14 natural, -2 size)
Init
-1
Speed
30 ft.
Fort
+15
Ref
+8
Will
+5
BAB
+10
CMB
+20
CMD
29 (33 vs. trip)
Melee
gore +17 (2d10+12)
Space
15 ft.
Reach
15 ft.
str
26
+8
dex
9
-1
con
19
+4
int
2
-4
wis
12
+1
cha
7
-2

powerful charge (gore, 4d10+16)

trample (1d8+12, DC 25)

Universal Monster Rules

Powerful Charge (gore, 4d10+16) Ex from Universal Monster Rule
When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature's description.
Trample (1d8+12, DC 25) Ex from Universal Monster Rule
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check—it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Strength modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 the creature's HD + the creature's Strength modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Feats, Traits & Items

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort
Improved Bull Rush from Feat

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.

Calculated: +2 Maneuver Check Bonus
Improved Critical from Feat

When using the weapon you selected, your threat range is doubled.

Power Attack from Feat

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.

Run from Feat

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.

Situational: when making a jump after a running start: +4 untyped Acrobatics
Skill Focus (Perception) from Feat

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.

Calculated: +3 Skill Bonus
Weapon Focus (gore) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Perception +24

Details
Type
Animal
Alignment
N
Size
Huge
Environment
warm plains
Organization
solitary, pair, or herd (5-8)
Treasure
none
Senses
low-light vision, scent; Perception +21
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
7 House/Core
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Bull Rush (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Run (Feat) — core content under OGL 1.0a
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
View references and cross-links for Dinosaur, Triceratops

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