Grave Spinosaurus
Creature 15 (unique) — animal, dinosaur
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDAQUATICanimaldinosaur
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
Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)
Perception +26; low-light-vision, scent (imprecise) 30 feet
Skills acrobatics +26, athletics +30 (+32 to Swim)
Str
+9
Dex
+5
Con
+7
Int
-4
Wis
+3
Cha
+3
AC 30
Fort +23
Ref +21
Will +19
HP 280
Speed 40 feet, swim 30 feet
Offense
Melee Jaws (deadly-d12, reach-20, unarmed) +30, Damage 3d12+15 piercing plus Grab
Melee Claw (agile, reach-15, unarmed) +30, Damage 3d8+15 slashing
Abilities
Deep Breath — The grave spinosaurus can hold its breath for 4 hours.
Pouncing Pin — 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 —
Staggering Sail (incapacitation) — 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.
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 (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 or restrained 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 Off-Guard 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.
Effect: Engulf and Swallow Whole
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.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained 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 Off-Guard 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.
Effect: Engulf and Swallow Whole
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 —
WORKS WELL WITH
WeaverLAND / AQUATICA Weaver's debuffs create a tempo advantage by making Staggering Sail's slow more consistent.
FlankerLAND / AQUATICA Flanker exploits positioning by gaining flat-footed against targets the Anvil restrains.
MenderLAND / AQUATICA Mender resolves the attrition priority by offsetting the damage the durable Anvil absorbs.
PUNISHES
✖ clumping✖ kiting
Works well with · Punishes · Pairing advice
Unlock with Tactics
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