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avatar_Lizerd

Realistic D&D dinosaur campaign

Started by Lizerd, August 11, 2018, 05:42:29 PM

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Lizerd

Welcome to Lizerd's realistic D&D dinosaur campaign! Here is a brief description of what is to be going on and what you can expect.
Expectations and Warnings: you can expect realistically playing as an animal from hell creek formation. A map will be uploaded on graph paper.
Rules and mechanics are pretty brutal, infection, tripping, etc but for anyone. Please do not get grumpy with them, this is a realistic campaign. Furthermore character death is common if you make bad decisions. Again, don't get frustrated, a new character will be created. In a nutshell this game will not be forgiving, so please don't take anything personally, it is realistic. Dang that is a bad advertisement... But it will be fun  :D combat alone is worth playing
What you will need: You will need to have a brief look at a D&D 5e players handbook. You can use a pdf or get the actual book, however most of the character creation there and almost everything there will be useless, it is mostly needed for a basic understanding of the rules. The actual rules I have written may be some what confusing or not refined (one person wrote them, an ADHD 13 year old) but will be posted. For convenience copy them onto a word or google docs document for ease of use. Depending on smoothness of function they might be modified. Oh and you have to like dinosaurs  :D
Expect the rules to be posted very soon. Registration dates will be as follows:
First Season registration: August 11 to September 1st.
I will be running this on weekends expect the first season to end in December. Additional players can register after this on a weekend on this thread or sending me a personal message.

The goal of this is to be a simulation that one gives a taste, but is still fun. Hope you like it  :))

Enjoy!

Other note: Feel free to ask questions about this, you don't have to register by doing this.

Note: This does use D&D 5e combat rules, although modified so do familiarize yourself with D&D 5e combat and other basics as well as other basic terms.

Update Log: Expect to see a system for non-dinosaurs and animals per terrain to appear soon
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here


Lizerd

#1
Rules:
Biological systems:
SPECIAL NOTES:
Intelligence is reflective of animal intelligence, and wisdom represents experience. Int 30 would be human intelligence and 10 wis would mean average hunting experience. Wisdom thus varies with age and skill. Charisma is reflective of physical appearance, hence a second category threat charisma is added while base charisma represents attraction
Weight is measured factor, so is size.
Immune system is constitution +proficiency +10
Smell is seperate from perception, and the radius is used to determine how far a perception check can be made following in this order
Visual: advantage +3
¼ range: advantage
1/2 range: normal
¾ range:disadvantage
Max range: disadvantage -4

Corpses grant advantage to perception for locating them and can be located by animals smell by *3 for raptors and *5 for T.rex.

Drinking and hunger rules are as normal except:
Fat reserves, if you eat your max capacity your minimum for the next weeks is halved in a number equal to the amount of weeks you filled maximum capacity

If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

Random Encounters:
Roll a d20 each hour for no animals encountered, for range break your range into quadrants s as follows
1-5 first quadrant
6-10 second quadrant
11-15 third
16-20 fourth

Distance is found by rolling a d4 and the result is how many tiles away, if it exceeded your range, the animal is undetected and forget it

When determining if the animal is living or dead roll a d4, on a one the animal is a carcass
The carcasses for any heard animal is one die of the normal roll made to determine value, with a t.rex there is only one individual.



11-20- animal or carcass spotted
1-10-no animal
D-100
0-40 triceratops (special)
41-60 edmontosaurus (special)
61-80 ankylosaurus (special)
81-86 dromeasaurus (2d6)
87-90 dakotaraptor (2d4)
91-95 pachycephalosaurus (4d4)
96-98 T.rex (1d4)
99-100 Almasaurus (special)


Triceratops:
D20-even group 1, odd group 2
Group 1 2d6
Group 2 3d12
Edmontosaurus
Even 1 odd 2
Group one 3d6
Group 2 5d12
Ankylosaurus
Even 1
Odd 1d4
Almasaurus
Even 1
Odd 3d4

If 20, migration arrives
5d6 triceratops
6d12 edmontosaurus
1d4 ankylosaurus
5d6 pachycephalosaurus

Or if 1
5d4 almasaurus
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

Give weather protection, +2 to stealth bonus

Weather
Spring:
0-45: rain
46-75: partly cloudy
76-100: Clear

Summer:
0-25:rain
26-80:Clear
81-100: Partly Cloudy

Autumn:
0-35: Rain
36-55: Clear
56-100: Cloudy
Winter:
0-15: Rain
16-45: Snow
46-80: Cloudy
81-100: Clear

Storms:
When it is raining roll a d4, if the result is one the storm is a thunderstorm for each five miles there is 1d4-2 lighting strikes. On a d10 if a one is rolled a fire starts. It spreads through the square then stops.
To escape an animal has to make 5 dc14 checks
If all checks succeeded the animal takes no damage from the fire and lives
4- 2d4 fire damage
3- 3d6 fire damage
2- 4d6 fire damage
1- Death
0-Death

Rain:
Roll a d6 for heaviness of rain
Roll is the inches of rain and days
1-2: +2 to the DC for falling -2 to perception checks and +1 to stealth
3-4: +4 to DC for falling -3 to perception checks +2 to stealth
5-6: +6 to the DC for falling -4 for to perception checks +3 to stealth

Snow:
Roll a D12
Roll is inches of snow and days. If the day is clear 1d4 inches of snow melt over a span of 1d6 days
Speed is reduced to a minimum of 10
1-2: -5 speed, +1 stealth
3-4: -5 speed, +1 stealth
5-6: -10 speed, +2 stealth
7-8: -10 speed, +3 stealth
9-10: -15 speed, +4 stealth
11-12: -20 speed, +5 stealth

Partly Cloudy:
Roll a d20 1-10 there is fog, higher has no fog
No fog: -2 to vision perception
Fog: Roll a d6, clears after 1d6 hours
1-2: Light fog -3 to vision perception
3-4:Medium fog -5 to vision perception
5-6: Heavy fog -7 to vision perception
Clear: no effects

Special Storms: once per month in spring, summer, and winter roll a d4, on 1 there is a special storm:
Spring: 2d12 inches of rain 1d6 days
-10 to perception on audio and smell -4 on sight +5 to stealth +10 to tripping

Summer: 2d6 inches of rain 1d4 days
5 lighting strikes a mile, on a 5 or less on the d12 there is a fire
+5 to trip, -7 to perception on audio and smell, -4 on sight +3 to stealth

Winter: 1d4 feet of snow 1d6 days
While it is snowing visibility is reduced to a fifth. -10 to to perception on vision,
-25 feet move +7 to stealth
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

#4
Critical:
If a critical is rolled the effects are altered (A 20 on a 20 sided die). The hit will count as a head hit.  If a bone is broken by the damage, the break is on the head. If the damage is over ⅕ of the animals total health, the animal must beat a DC 16 constitution save or be knocked out. If damage is over ¼ the animal is sent into a coma for 2d6 days. Over ⅓ is death

Death & Unconsciousness :
If a target takes ½ of its health or takes a head hit the animal must make a  DC 16 constitution saving throw. Result is unconsciousness. The animal will wake up after 1d12 hours. If the animal took 2 head hits or ¾ damage of health the animal must beat a DC 18 constitution check or be knocked out for 1d20 hours. If the animal fails by rolling under 10, it goes into a coma for 2d6 days.

If animal has bled for 10 turns, use first knockout rules.
If animal has bled for 20 turns, use second knockout rules.

When an animal goes to zero health, it dies.

Movement:
Walking: Can be sustained for normal times, normal movement speed
Jog: Sustained for half as long as walking, full speed movement speed +10
Run: Sustained for a quarter: Double speed
Sprinting: Sustained for constitution plus dexterity small animals gaining +5 turns and medium +3. Round up. Triple speed
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

Health Regeneration:
Each day of rest the player can role 1 hit die + constitution to recover
Eat something to double effects

Bleeding:
Damage will vary with the significance
Bleeding: Takes three successful checks to end. Do not have to be in a row, each check is separated by 5 turns.

Piercing and slashing as well as general rules:
Damage: If less than 15, target takes d4 once every turn. First successful check causes the target to take the d4 once every 5 turns, a second check once every 10 turns.  DC 13
If damage was more than 15, target takes d8 once every turn. First check causes target to take damage 3 turns, after a second 7 turns DC 15
If more than 45 damage target takes d12 each turn, first check every other turn, second 4 turns. DC 18
Damage over 60: Target takes 3d6 each turn, fist check every other turn, second every 3 turns

Bludgeoning:
Has to be ⅓ of health damage taken
Beat a DC 15 if ⅓, DC 17 if ½ or greater
The target will have halved movement, and must make 3 checks, normal death saving throw system due to internal breeding

Bone Breakage:
Piercing: If damage is over 30 in one round, attacker must make a DC 15 str check to inflict broken bone.
If damage is over 50 attacker must beat a DC13 check to inflict breakage

Bludgeoning: If damage is over 20 make a DC 13, if over 30, DC 10, if over 40 the bone is automatically broken.

Effects of bone breakage:
Roll this D20 table

1-9 Broken leg, movement is halved, -5 and disadvantage on stealth
10-12 Broken arm, cannot make arm attacks with that arm
13-16 Broken ribs, if the victim moves more than 20 feet in a turn it takes 2d10 damage and starts medium bleeding.
17-19 Broken tail if the target moves more than 30 feet in a turn if must make a DC16 dex save or fall over
20 Broken skull, roll area If between 1-14 the upper section is broke, take half your hit points in damage, you cannot bite. If 15-20 lower jaw broke, you cannot bite and struggle to eat.

Healing Bones: Bones take a number of days equal to the damage caused by the breaking.
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

Sneak Attacks: Can be made after a successful stealth check. Attacker deals an extra half damage that it would originally deal.

Tendon rips:
Happens if a bone breaks and there is an excess of 15 or more damage. The target takes 2d10 damage, begins medium bleeding, and effects of the area double.
The bone break can heal but tendons in the arm cannot heal.
Tendons in other areas heal with the bone.

Infection: If you have a wound that is recovering the DM makes a roll against the DC of your immune system with +2 for each upgrade in size from small. If they win you are infected. For each day of infection take 1d10 damage, lose 10 spd, and consume water twice as quickly. Infection days is equal to the loss of health. After that certain number of days is waited on make a check, best out of 3 dc 13. If you win the infection ends. If you lose then the infection continues for those set days.
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

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Lizerd


Collision system: Damage will vary on how fast and how large the victim was. Animals weighing less than 1 ton have the damage reduced to 1/4, and animals weighing less than 2 tons have damage halved. The victim will have to make a roll to stand up, see falling system.
If the victim was going between 1-30 feet damage is 1d10*1/10 weight (round down) DC 10. If the victim was going between 31-50 feet the damage is 3d10*¼ weight round down DC 14. If the victim dashed damage is 5d10*weight divided by 2 DC18

Falling: If the fall was from dashing target takes 4d10*weight (uses collision compensation)
If the fall was from collision target takes 2d10*weight
If the fall was tripping at low to medium speeds 3d10*weight
If the fall was tripping at high speeds damage is 5d10*weight
Animals on 4 legs have advantage on checks to stand up

Tripping and colliding: if the DC with effects is less than 10 there is no check
Terrain has effects on tripping:
Slope, weak incline, no check
Slope, medium incline DC 12
Slope, sharp íncline DC 15
Terrain with small objects that are lightly to mediumly dispersed: DC 13
Terrain with tightly packed small objects: DC 15
Terrain with trees, dispersed or small: DC 13
Terrain with trees, medium or medium packed: DC 15
Terrain with trees, large or tightly packed: DC 17

Effects on role:
Walking: -10 to roll
Jogging: -6 to roll
Running: -
Sprinting: +3 to roll

Animal is small: -5 to DC
Animal is medium sized: -
Animal is large +5 to DC
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

#8
Playable Animals:
These are animals you can play, you can choose one specialization or you can have no specialization. You will be allowed to roll your own hp or choose to use the standard variation.  avg stands for average as wisdom will vary with an animals experience. There are also two charisma stats, right is for attraction charisma or charm, and the right is intimidation charisma.

Name: Tyrannosaurus Rex
Size: huge Type: beast, 9 tons
Ac: 14
Hp: 143 (13d12+52)
Speed:40ft
Str: 24 +7 Dex: 12 +1 Con: 21 +5 Int: 16 +3  Wis: avg 16 +3 Cha: 12 +1/ 18 +4
Saves: Strength +11, Constitution +8
Skills: Perception +6 Stealth +4
Senses: Passive Perception 17, range 50 miles visual 1.2 miles
Immune System: 19
Languages: -
CR: -
Consumption: 900
Minimum Per week: 200 lbs
Water needed per week: 20 gallons
______________________
For the purposes of damage, the t.rex's bite can be considered a piercing and crushing damage attack.
______________________
Actions: The T.rex can bite or make 2 arm attacks.
Bite:+11 to hit 6d12+7 range 10ft, can be used to make a grapple with a strength contest, each turn the prey is grappled the T.rex will deal 3d12+7 damage each turn. While prey is grappled the T.rex can also make arm attacks
Arms: +5 to hit range 5ft, damage 1d8+7
Specialization: Brawler: +3 str +3 con -4 cha
Physical Attraction: +3 con +3 Cha -2 int
Intimidating: +3 str +3 intimidation Cha -2 wis

If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

Name: Triceratops
Size: huge beast, 13 tons
Ac: 16, from front, 12 everywhere else
Hp: 105 (10d12+50)
Speed:ft 40
Str: 22 +6 Dex: 9 -1  Con: 20 +5  Int: 8 -1   Wis: 12 +1 avg  Cha: 18+4 / 18 +4
Saves: Str +9 Con +7
Skills: Perception +4
Senses: Passive Perception 14, range 5 miles, visual .5 miles
Languages: -
Immune System: 18
CR: -
Consumption: 1200
Minimum Per week: 600
Water needed per week: 15 gallons
______________________
______________________
Actions: Gore: reach 5 ft, +9 to hit, roll a d20 if the role is between 1-10 damage is 3d8+6, if over 10 damage is 6d10+6, if critical damage is 8d10+6
Stomp: Can be used in the front or back but not on flanks reach 5ft, Damage 2d10+6
_____________________
Species:
Horridus:+1 die to damage rolls with gore, -1 hit die
Porsus:+1 die to hp, -1 damage with gore
Specialization:
Large Frill: +2 ac -5 spd
Large Horns: +1 die when using gore
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

Name: Ankylosaurus
Size: huge, 7.5 tons
Ac: 16
Hp: 16d12+84, 176
Speed:ft 30
Str: 20 +5  Dex: 6 -2  Con:25 +7  Int: 8 -1  Wis: 14 +2 avg  Cha: 8 -1 / 18 +4
Saves: strength: +8 constitution: +10
Skills: Perception +5
Senses: Passive Perception: 15, range 5 miles visual .5 miles
Languages: -
CR: -
Immune System: 20
Consumption: 1500
Minimum Per week: 500
Water needed per week: 10 gallons
______________________
Armoring-
Slashing attacks have disadvantage to hit. If the die is under roll 16, damage reduced by 2d6
______________________
Actions:
Tail: +8 to hit, reach 10 ft, Damage 20d6+5
Can only attack from behind
Stomp: +8 to hit, reach 5ft damage 2d6+5
_____________________
Specialization:
More armor: +2 ac, -10 speed
More speed: +10 speed, -2ac
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

#11
Name: Almosaurus
Size: gargantuan beast, 30 tons
Ac: 14
Hp: 30d20+200 500
Speed:ft 30
Str: 30 +10  Dex:8 -1  Con:30 +10  Int: 8 -1   Wis: avg 14 +2  Cha: 16 +3 / 20 +5
Saves: Constitution +13
Skills: -
Senses: Passive Perception 16, range 5 miles visual .3 miles
Immune System: 23
Languages: -
CR: -
Consumption: 5000
Minimum Per week:1000
Water needed per week: 100 gallons
______________________
______________________
Actions: 2 stomps or tail
Stomp: Target must be under the animal or directly in front or behind it, reach 10 ft, all targets in a 5 ft radius, +13 to hit, 15d8+10
Tail whip: Target must be behind it, +13 to hit, 20d8+10

_____________________
Specialization:
More health: +2 hit die -10 speed
More Speed: +10 speed -10 speed

If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

Name: Dakotaraptor
Size: large, 1,100 lbs
Ac: 15
Hp: 8d8+40 72
Speed: 50ft
Str:15 +2  Dex: 20 +5  Con: 18 +4  Int: 20 +5   Wis: 16 +3 avg 16 +3  Cha: 14 +2 / 15 +2
Saves:  Dex +8 Con: +7
Skills: Stealth: +8 Perception: +6
Senses: Passive Perception 16, range 10 miles visual 1 mile
Immune System: 17
Languages: -
CR: -
Consumption: 100 lbs
Minimum Per week: 20 lbs
Water needed per week:  5 gallons
______________________
______________________
Actions: 2 claws and one bite, or 2 kicks
Claw: +8 reach 5 ft damage 3d6+2 slashing
Bite +5 to hit, reach 5 ft, damage 2d8+5 piercing
Kick: +8 to hit, reach 5 ft 5d6+2 slashing
_____________________
Specialization:
Fast: +2 dex, -1 str
Charming: +2 physical attraction, -1 str
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here


Lizerd

Size: large, 1.1 tons.
Ac: 15
Hp: 8d8 +32 (64)
Speed:ft 50
Str: 14 +2  Dex: 20 +5  Con: 18 +4  Int: 9 -1   Wis: 14 +2 avg 14 +2 Cha: 12 +1 / 14 +2
Saves: Dex: +5 Con: +6
Skills: Perception: +4
Senses: Passive Perception 14 range 2.5 mile visual .5
Immune System: 19
Languages: -
CR: -
Consumption: 20 lbs
Minimum Per week: 5 lbs
Water needed per week: 3 gallons
______________________
Charge: If the pachy moves more than 15 feet it deals an additional 2d6 damage
______________________
Actions: Headbutt: +5 to hit damage 3d6+5
Bite: +5 to hit damage 1d8+2
_____________________
Specialization:
Attraction: +2 str +2 attraction
Brute: +4 str
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

Name: Edmontosaurus
Size: Huge, 3.85 tons
Ac: 14
Hp: 9d12 +45 (108)
Speed:ft 40
Str: 18 +4  Dex: 16 +3  Con: 20 +5  Int: 8 -1   Wis: 16 +3 avg 16 +3  Cha: 14 +2 / 16 +3
Saves: Dex: +6 Con: +8
Skills: Perception +6
Senses: Passive Perception 16 range 2.5 miles visual .3
Immune System: 18
Languages: -
CR: -
Consumption: 500 lbs
Minimum Per week: 75 lbs
Water needed per week: 25 gallons
______________________
______________________
Actions: stomp can be used twice, or one slam
Stomp: Reach 10 ft, +7 to hit, damage 2d10+4
Slam: Reach 10ft, +7 to hit, damage 5d10 +4
_____________________
Specialization:
Brute +2 str, -2 int
Charm: +2 attraction cha, +2 intimidation
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

Name: Dromaeosaurus
Size: medium, 33 lbs
Ac: 16
Hp:6d6 +18 : 36
Speed:ft 50
Str: 10 +0 Dex: 22 +6  Con: 16 +3  Int: 22 +6   Wis: 16 +3 avg  Cha: 12 +1 / 12 +1
Saves: Dex: +8 Con: +5
Skills: Stealth: +8 Perception +5
Senses: Passive Perception 15 range 10 miles visual 1 mile
Immune System: 15
Languages: -
CR: -
Consumption: 10lbs
Minimum Per week: 3 lbs
Water needed per week: 4 Gallons
______________________
______________________
Actions: Can Claw twice and bite or kick twice
Claw: +8 to hit reach 5 ft 2d6+0 dmg
Bite: +2 to hit reach 5 ft damage 2d4+0 damage
Kick: +8 to hit reach 5 ft damage 2d8+6 damage
_____________________
Specialization:
More strength: +2 str
More Constitution: +2 con
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

Example of a player Character: This is the T.rex I will play

Name: Tyrannosaurus Rex
Size: huge Type: beast, 9 tons
Ac: 14
Hp: 184
Speed:40ft
Str: 27 +8 Dex: 12 +1 Con: 24 +7 Int: 14 +2  Wis: 16 +3 Cha: 8 -1 / 18 +4
Saves: Strength +11, Constitution +10
Skills: Perception +5 Stealth +4
Senses: Passive Perception 17, range 20 miles
Immune System: 19
Languages: -
CR: -
Consumption: 900
Minimum Per week: 200 lbs
Water needed per week: 20 gallons
______________________
For the purposes of damage, the t.rex's bite can be considered a piercing and crushing damage attack.
______________________
Actions: The T.rex can bite or make 2 arm attacks.
Bite:+12 to hit 6d12+8 range 10ft, can be used to make a grapple with a strength contest, each turn the prey is grappled the T.rex will deal 3d12+8 damage each turn. While prey is grappled the T.rex can also make arm attacks
Arms: +5 to hit range 5ft, damage 1d8+8
_____________________
Specialization: Brawler: +3 str +3 con -2 cha (Active trait)


Age: 20
Length: 40 feet
Weight: 9 tons
Top Speed: 17 mph
Gender: Male
Sleeps 10 hours (6 am and 8 pm or 7 am to 4 pm)
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

#17
To register for the campaign (it is free) simply say "I would like to play" or something on this thread or pm me on the subject.
If you wish to exit the campaign just pm me, you drop out at any time.
Please feel free to join  :D
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

Update: 2 new playable dinosaurs!
Name: Struthiomimus
Size: large, 330 lbs
Ac: 14
Hp: 8d8 +24 (56)
Speed: 55ft
Str: 14 +2 Dex: 18 +4  Con: 16 +3  Int: 10 +1   Wis: 13 +1 avg  Cha: 14 +2 / 8 -1
Saves: Dexterity: +7
Skills: Perception +4
Senses: Passive Perception 14
Immune System:16
Languages: -
CR: -
Consumption: 100 lbs
Minimum Per week: 20 lbs
Water needed per week: 5 gallons
______________________
______________________
Actions:
Bite: Range 5ft +5 to hit damage 1d4 +2 piercing
Claw: Range 5ft +5 to hit damage 1d6 slashing
Kick: Range 5ft +5 to hit damage 2d8 +2 bludgeoning
_____________________
If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

Lizerd

#19
Name: Anzu
Size: Large 440 lbs
Ac: 15
Hp: 6d8 +18 40
Speed:50 ft
Str: 14 +2  Dex: 18 +4  Con: 16 +3  Int: 12 +1   Wis: 14 +2 avg  Cha: 15 +2 / 14 +2
Saves: Dexterity +7
Skills: Stealth +7 Perception +5
Senses: Passive Perception 15
Immune System: 16
Languages: -
CR: -
Consumption:50 lbs
Minimum Per week: 10 lbs
Water needed per week: 7 gallons
______________________
______________________
Actions: Anzu can bite or claw twice
Bite: Reach 5ft +5 to hit 1d6+2 piercing
Claw: Reach 5ft +5 to hit 2d4+2 slashing
_____________________

If you wonder where I'm active now, you can find me here- http://www.lustria-online.com/members/lizerd.17772/
It's been a good run here

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