Library / Bestiary

Dinosaur, Tyrannosaurus

CR 9.00 Animal N Gargantuan
This bipedal dinosaur's front arms seem small compared to the rest of its bulk, but its enormous head is all teeth.

The tyrannosaurus is an apex predator that measures 40 feet long and weighs 14,000 pounds.

STR
32
DEX
13
CON
19
INT
2
WIS
15
CHA
10
HP
153 (18d8+72)
AC
21, touch 7, flat-footed 20 (+1 Dex, +14 natural, -4 size)
Speed
40 ft.
Init
+5
Melee
bite +20 (4d6+22/19-20 plus grab)
Space
20 ft.
Reach
20 ft.
BAB
+13
CMB
+28 (+32 grapple)
CMD
39
Fort
+15
Ref
+12
Will
+10
Racial Modifiers
+8 Perception

swallow whole (2d8+11, AC 17, hp 15)

Powerful Bite — A tyrannosaurus applies twice its Strength modifier to bite damage.

Bleeding Critical from Feat

<p class="stat-block-1"> Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.</p>

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>

Diehard from Feat

<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>

Endurance from Feat

<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>

Improved Critical from Feat

<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>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</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>

Perception +37

Details
Type
Animal
Alignment
N
Size
Gargantuan
Environment
warm forest and plains
Organization
solitary, pair, or pack (3-6)
Treasure
none
Senses
low-light vision, scent; Perception +37
Source
Bestiary
Sources Used in This Record
9 House/Core
  • Uses feat: Bleeding Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Diehard (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Endurance (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (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.
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.