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Elite Hadrosaurid (PFS 3-99)Creature 5


UncommonNHugeAnimalDinosaur
Source Pathfinder Society Special #3-99: Fate in the Future
Perception +15 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +14, Stealth +12
Str +6, Dex +2, Con +3, Int -4, Wis +1, Cha +0

AC 23; Fort +14; Reflex +12; Will +13;
HP 80
Speed 30 feet

Tail One Action +16 (+11, +6) to hit (reach 15) 2d6+10 Bludgeoning
Foot One Action +14 (+9, +4) to hit (reach 15) 2d4+10 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Sprint Two Actions

Frequency once per minute


Effect The hadrosaurid Strides twice. It has a +20-foot circumstance bonus to its Speed during these Strides.

Trample Three Actions

Large or smaller, foot, DC 23 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Hadrosaurids are a broad grouping of herbivorous dinosaurs that share characteristic flat snouts filled with rows of grinding teeth well suited for feeding on vegetation. Also known as "duck-billed dinosaurs" due to the unusual shape of their jaws, hadrosaurids are lumbering creatures that can rival an elephant for size, although they tend to be much less aggressive and are prone to flight when confronted with danger rather than stubbornly standing their ground. Many species of hadrosaurids have uniquely shaped crests on their heads that give each species its own unusual profile, making them easily recognizable even to an amateur dinosaur watcher.

Giants and other oversized creatures have been known to domesticate hadrosaurids to serve as livestock. Despite their ability to sprint quickly, they don't make particularly viable mounts due to their timid natures, but in a large group, a panicked gathering of hadrosaurids can wreak great damage with their trampling.

A hadrosaurid can walk for short distances on its hind legs but prefers to graze and travel on all fours. The typical hadrosaurid is 20 to 30 feet long and can weigh up to 10,000 pounds.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.