|Editing:||Spelling and Grammar only|
|Size/Type:||Medium Magical Beast|
|Hit Dice:||4d10+12 (34 HP hp)|
|Initiative:||+0 (+0 Dex)|
|Armor Class:||18 (+8 natural), touch 10, flat-footed 18|
|Attack:||Slam +7 (2d6+4)|
|Full Attack:||Slam +7 (2d6+4)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Rivalry, Takedown|
|Special Qualities:||Damage Reduction 2/—|
|Saves:||Fort +7, Ref +4, Will -1|
|Abilities:||Str 16, Dex 10, Con 16, Int 8, Wis 6, Cha 8|
|Feats:||Improved Natural Attack (Slam), Power Attack|
|Environment:||Temperate or Warm Plains (when not extinct)|
|Organization:||Solitary or Herd (4-10)|
|Advancement:||5-7 (Medium), 8-9 (Large)|
Damage Reduction (Ex): Cranidos has Damage Reduction equal to half its hit dice.
Takedown (Ex): Once per round, when making an attack, Cranidos may add 2d6 damage to a successful hit, but takes 1d8 recoil damage (ignoring DR).
Rivalry (Ex): Cranidos have an intense rivalry with theropod dinosaurs, such as Megaraptors, Tyrannosaurus, and similar-looking prehistoric reptiles. They gain a +2 to hit and damage them in combat, as well as doubling their critical threat ranges, however if such a creature is in sight it must make a Will save (DC 15 + half the dinosaur's HD) or focus on attacking it, ignoring any commands. It can save again every 3 rounds, or when the opponent dies/flees.
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