THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Dinosaurs
There are other types of dinosaurs present, but they would
either be small nuisances or large herbivores that will run from any aggression
or loud noise (use Ankylosaurus stats, AC 14, Will +0). The ones listed here are predators or are
potentially dangerous if crossed.
Allosaurus (Alice)
HD 10, Hp 78, AC 14 (Natural)
Fort +10, Ref +8, Will +5
Melee: Bite +12 to hit 2d8+7 or 2 x Claws +7 to hit
2d4+3, if both hit on same opponent, they are grappled, DC 18 Str or Escape
Artist to get free, Any hit will cause the Allosaurus to also drop victim. Otherwise, next rd, automatic Bite damage.
Tracking +5
“Alice ” as the
locals call her is meanest of the predators.
She attacks seemingly for sport at times, leaving her prey uneaten. Alice
is hard to control as well. She’s only
afraid of “Grumpy.”
Ankylosaurus
HD 9, Hp 72, AC 20 (Natural)
Fort +10, Ref +4, Will +4
Melee: Tail Slap +10 to hit 2d6+10
Trample +10 to hit 2d12+10, can perform this maneuver
once per encounter
Armored herbivore, generally docile, but can be easily
panicked by any aggression or loud noise.
They will stand their ground and fight anything smaller than themselves.
Deinonychus
HD 4+2, Hp 34, AC 16 (Natural)
Fort +8, Ref +6, Will +2
Melee: Talons +6 to hit 2d6+4
Pounce: (with Stealth check) 2 x Foreclaws +1 to hit 1d3+2
and bite +1 to hit 2d4+2, once per encounter
Stealth +4
Tracking +4
Man-sized, stalking predators that run in small packs. Scary.
Diplodocus
HD 20, Hp 160, AC 14 (Natural)
Fort +20, Ref +0, Will +10
Melee: Tail Slap +10 to hit 4d8+10
Trample: +10 to hit 2d8+20, can use this maneuver
once per encounter
Enormous herbivore, generally oblivious to commotion going
on around them, however any large predator will get their attention, as will
10+ damage inflicted in 1 rd.
Elasmosaurus
HD 10+10, Hp 90, AC 13 (Natural)
Fort +15, Ref +9, Will +4
Melee: Bite +13 to hit 2d8+5
Ram: (against ships) +10 to hit, 2d10+10 causes hull
damage to ships larger than themselves, automatically capsizes smaller vessels.
Stealth (in water) +5
Large aquatic hunter, long-necked with flippers (“Loch Ness
Monster”). They are capable of attacking
ships, but usually start by attacking the crew on deck first. The island is their breeding ground and they
all return here to do so, even those controlled by the Gillmen.
Pteranodon
HD 5, Hp 27, AC 15 (Natural)
Fort +5, Ref +7, Will +5
Melee: Bite +5 to hit 1d6+3
Dive (Charge): +9 to hit 2d6+6, can perform this
maneuver once every 2 rds
Flying predator dinosaur.
Their aeries are on various mountaintops, such as Mount
Wellington outside of Hobart town and Mount Ossa
in the central region.
Triceratops
HD 10, Hp 80, AC 18 (Natural)
Fort +19, Ref +9, Will +6
Melee: Gore +16 to hit 2d8+5
Charge: +10 to hit 2d8+10, can perform this maneuver
once per encounter
Armored and horned herbivore. Triceratops will aggressively defend their
turf against any predators.
Tyrannosaurus (Grumpy)
HD 12, Hp 96, AC 14 (Natural)
Fort +16, Ref +12, Will +8
Melee: Bite +20 to hit 3d6+13
Swallow: On a Natural hit, victim is pinned in mouth,
DC 18 Str or Escape Artist check to escape.
Any hit will also cause the Tyrannosaurus to drop the victim. Otherwise, swallowed next rd, 2d8+8 dam each
rd. A swallowed creature can cut its way
out by using a light slashing or piercing weapon to deal 15 points of damage to
the gizzard (AC 12).
Tracking +6
“Grumpy” is the biggest, oldest predator on the island. Thankfully, he sleeps in his lair most of the
time, only rousing himself to feed. He’s
very hard to control, but usually only has to be awakened, and he’ll find
immediately seek out and “welcome” newcomers to the island.
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