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Grave SpinosaurusCreature 15


UniqueNGargantuanAnimalDinosaur
Source Pathfinder #166: Despair on Danger Island
Perception +26 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +26, Athletics +30
Str +9, Dex +5, Con +7, Int -4, Wis +3, Cha +3

AC 30; Fort +23; Reflex +21; Will +19;
HP 200
Speed 40 feet (swim 30 feet)

Jaws One Action +30 (+25, +20) to hit (deadly d12, reach 20) 3d12+15 Piercing
Claw One Action +30 (+26, +22) to hit (agile, reach 15) 3d8+15 Slashing

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 (imprecise) 30ft

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.

Deep Breath

The grave spinosaurus can hold its breath for 4 hours.

Pouncing Pin Two Actions

The grave spinosaurus Strides and makes a Strike at the end of its movement. If the Strike hits, it deals damage as normal and the grave spinosaurus makes an Athletics check to Trip the target. This check counts toward the grave spinosaurus's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes the check.

Rip and Tear One Action

Requirements The grave spinosaurus has a creature Grabbed in its jaws


Effect The grave spinosaurus reaches up and slashes with its claws at the creature it has grabbed, dealing 6d10 slashing damage (DC 36 basic reflex save) and 2d6 Persistent Bleed Damage.

Staggering Sail Two Actions (incapacitation)

Requirements The grave spinosaurus is swimming on the surface of water


Effect With a powerful lunge to the side, the grave spinosaurus uses its sail to slap the surface of the water, creating a crushing wave of water that deals 8d6 bludgeoning damage in a 30-foot cone. Each creature in the water in the area must attempt a DC 36 reflex save.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is Slowed 1 until the end of its next turn.

Critical Failure The creature takes double damage and is Stunned 3.

Swallow Whole One Action (attack)

Medium,3d12+12 bludgeoning damage, Rupture 36


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


The spinosaurus is more than just one of the largest carnivorous dinosaurs-it's also one of the most unusual in appearance, with a large, sail-like fin running along its spine. Often quite colorful, this sail allows the spinosaurus to attract mates, aids in swimming, and makes it appear to be even larger than it actually is. A swimming spinosaurus can also use the sail as part of a unique means of staggering prey by slapping the water with it to make a crushing wave.

The spinosaurus is equally at home in water as it is on land, and its long, toothy maw is well-adapted to catching swimming prey. Attempts by giants to capture spinosauruses to serve as guardians typically go poorly, for these headstrong dinosaurs do not domesticate well. Their surly attitudes and striking appearances make them better suited for bloodsports, and they are popular prizes for those who run arenas specializing in battles that pit gladiators against hungry animals or beasts. Of course, an angry dinosaur forced to fight for the amusement of others won't discriminate between potential meals on the battleground and ones seated in the surrounding stands.

The spinosaurus's appearance and strength make it attractive to more than just giants and bloodsport organizers. Spellcasters who mutate and transform animals into magical guardians have long been intrigued by the spinosaurus's potential. More so than any other dinosaurs, spinosauruses have been subjected to fleshwarping procedures, crossbreeding with monsters, and other magical techniques to enhance the creatures' viability as effective guardians.

A spinosaurus can measure up to 60 feet in length and weighs 25,000 pounds.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.