So it turns out that my system lends itself to very compact statblocks since so much is derived from skills. That's pretty cool.
On the other hand, I had to revise some of my math due to dinosaurs turning out to be actually rather large. Diplodocus and t-rex are actually gargantuan, not merely huge, which means brachiosaurus is two size categories larger than triceratops, not just one. This means that triceratops, anklyosaurus, and stegosaurus are about as tough as I was expecting diplodocus to be, and diplodocus and
brachiosaurus have huge, triple-digit piles of HP. I'm not sure how I feel about this.
Also, size provides a penalty to Dodge that's incorporated into the stats but which I forgot to incorporate into the actual list of modifiers in the size parentheticals. I know how I feel about this, and it is not a good feeling.
Allosaurus, Trained
Traits: Huge (-4 Attack, -4 Stealth, x2 Damage, +4 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Pursuit Predator (+2 Acrobatics, +2 Combat)
Weight: 680 stone
Carrying capacity: 75 stone (125 stone with saddle)
Speed: 60 feet (12 hexes)
HP: 60
Attacks: Slashing Bite +2 (4d6+8), Left Claw +2 (2d6+8), Right Claw +2 (2d6+8), Tail +0 (1d6+8)
Dodge: 12
Skills: Acrobatics +6 (Journeyman), Combat +6 (Master), Endurance +1 (Journeyman), Perception +2 (Journeyman), Willpower +2 (Journeyman)
Slashing Bite: Whenever an allosaurus hits with slashing bite attack and deals at least one point of damage, the target must make an Endurance save against TN 15, plus an additional 2 points for each size larger than the target the allosaurus is and 2 points less for each size smaller. If the target fails, they take DoT for one round, and may make a new Endurance test to stop the bleeding every time they take damage, after taking the damage.
Allosaurus, Wild
Traits: Huge (-4 Attack, -4 Stealth, x2 Damage, +4 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Pursuit Predator (+2 Acrobatics, +2 Combat)
Weight: 628.5 stone
Carrying capacity: 50 stone
Speed: 60 feet (12 hexes)
HP: 45
Attacks: Bite +0 (4d6+8), Left Claw +0 (2d6+8), Right Claw +0 (2d6+8), Tail -2 (1d6+8)
Dodge: 12
Skills: Acrobatics +6 (Journeyman), Combat +4 (Journeyman), Endurance +0 (Apprentice), Perception +2 (Journeyman), Willpower +1 (Apprentice)
Slashing Bite: Whenever an allosaurus hits with slashing bite attack and deals at least one point of damage, the target must make an Endurance save against TN 15, plus an additional 2 points for each size larger than the target the allosaurus is and 2 points less for each size smaller. If the target fails, they take DoT for one round, and may make a new Endurance test to stop the bleeding every time they take damage, after taking the damage.
Ankylosaurus, Trained
Traits: Huge (-4 Attack, -4 Stealth, x2 Damage, +4 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Tank On Legs (+2 Combat, +1 Endurance, natural armor)
Weight: 412 stone
Carrying Capacity: 225 stone (275 with saddle)
Speed: 50 feet (10 hexes)
HP: 115 (DR 15/-)
Attacks: Front Left Stomp +2 (1d6+8), Front Right Stomp +2 (1d6+8), Rear Left Stomp +0 (1d6+8), Rear Right Stomp +0 (1d6+8), Club Tail +2 (2d8+8)
Dodge: 6
Skills: Acrobatics +0 (Apprentice), Combat +6 (Master), Endurance +7 (Master), Perception +2 (Journeyman), Willpower +2 (Journeyman)
Club Tail: The ankylosaurus' primary weapon is its club tail, and it is naturally adept at using it despite its location on what is ordinarily an unwieldy position. The ankylosaurus' club tail weapon does not take the usual penalty for a tail-mounted weapon and may attack to a range of two hexes from the ankylosaurus' tail hex, including wrapping around to hit targets adjacent to the leg hexes or passing over the leg hexes to hit targets to either side of the head.
Heavy Armor: The ankylosaurus' hide is impenetrably thick. They have an additional DR of 5 on top of their natural armor, and they are not vulnerable to piercing attacks.
Ankylosaurus, Wild
Traits: Huge (-4 Attack, -4 Stealth, x2 Damage, +4 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Tank On Legs (+2 Combat, +1 Endurance, natural armor)
Weight: 390 stone
Carrying Capacity: 175 stone
Speed: 50 feet (10 hexes)
HP: 95 (DR 15/-)
Attacks: Front Left Stomp +0 (1d6+8), Front Right Stomp +0 (1d6+8), Rear Left Stomp -2 (1d6+8), Rear Right Stomp -2 (1d6+8), Club Tail +0 (2d8+8)
Dodge: 6
Skills: Acrobatics +0 (Apprentice), Combat +4 (Journeyman), Endurance +5 (Journeyman), Perception +2 (Journeyman), Willpower +1 (Apprentice)
Club Tail: The ankylosaurus' primary weapon is its club tail, and it is naturally adept at using it despite its location on what is ordinarily an unwieldy position. The ankylosaurus' club tail weapon does not take the usual penalty for a tail-mounted weapon and may attack to a range of two hexes from the ankylosaurus' tail hex, including wrapping around to hit targets adjacent to the leg hexes or passing over the leg hexes to hit targets to either side of the head.
Heavy Armor: The ankylosaurus' hide is impenetrably thick. They have an additional DR of 5 on top of their natural armor, and they are not vulnerable to piercing attacks.
Brachiosaurus Superheavy
Traits: Colossal (-8 Attack, -8 Stealth, x5 Damage, +8 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Superheavy (+4 Endurance, +2 Combat, +1 Perception, -2 Speed, natural armor)
Weight: 12600 stone
Carrying capacity: 480 stone
Speed: 60 feet (12 hexes)
HP: 290 (DR 20/piercing)
Attacks: Neck -2 (3d6+30), Front Left Stomp -2 (6d6+30), Front Right Stomp -2 (6d6+30), Rear Left Stomp -4 (6d6+30), Rear Right Stomp -4 (6d6+10), Tail -4 (3d6+30)
Dodge: 2
Skills: Acrobatics +0 (Apprentice), Combat +6 (Master), Endurance +10 (Master), Perception +2 (Journeyman), Willpower +2 (Journeyman)
Brachiosaurus, Trained
Traits: Colossal (-8 Attack, -8 Stealth, x5 Damage, +8 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Pack Animal (+2 Endurance, +1 Perception, -2 Speed, natural armor)
Weight: 8780 stone
Carrying capacity: 400 stone
Speed: 60 feet (12 hexes)
HP: 250 (DR 20/piercing)
Attacks: Neck -6 (3d6+10), Front Left Stomp -6 (6d6+10), Front Right Stomp -6 (6d6+10), Rear Left Stomp -8 (6d6+10), Rear Right Stomp -8 (6d6+10), Tail -8 (3d6+10)
Dodge: 2
Skills: Acrobatics +0 (Apprentice), Combat +2 (Journeyman), Endurance +8 (Master), Perception +2 (Journeyman), Willpower +2 (Journeyman)
Brachiosaurus, Wild
Traits: Colossal (-8 Attack, -8 Stealth, x5 Damage, +8 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Pack Animal (+2 Endurance, +1 Perception, -2 Speed, natural armor)
Weight: 8365 stone
Carrying capacity: 320 stone
Speed: 60 feet (12 hexes)
HP: 210 (DR 20/piercing)
Attacks: Neck -7 (3d6+5), Front Left Stomp -7 (6d6+5), Front Right Stomp -7 (6d6+5), Rear Left Stomp -9 (6d6+5), Rear Right Stomp -9 (6d6+5), Tail -9 (3d6+5)
Dodge: 2
Skills: Acrobatics +0 (Apprentice), Combat +1 (Apprentice), Endurance +6 (Journeyman), Perception +2 (Journeyman), Willpower +1 (Apprentice)
Sidebar: The Brachiosaurus Superheavy
The brachiosaurus superheavy is significantly larger than any brachiosaurus that actually lived (to the best of our knowledge). These brachiosaurs are bred for size and power for use as mobile fortresses and are based on the argentinosaurus rather than the brachiosaurus.
Compsognathus, Trained
Traits: Tiny (+4 Attack, +4 Stealth, x0.25 Damage, -3 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Pursuit Predator (+2 Acrobatics, +2 Combat)
Weight: 1 half-stone
Carrying capacity: No
Speed: 25 feet (5 hexes)
HP: 5
Attack: Bite +10 (1d2+2)
Dodge: 20
Skills: Acrobatics +6 (Journeyman), Combat +6 (Master), Endurance +1 (Journeyman), Perception +4 (Master), Stealth +6 (Journeyman), Willpower +2 (Journeyman)
Compsognathus, Wild
Traits: Tiny (+4 Attack, +4 Stealth, x0.25 Damage, -3 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Pursuit Predator (+2 Acrobatics, +2 Combat)
Weight: 1 half-stone
Carrying capacity: No
Speed: 25 feet (5 hexes)
HP: 3
Attack: Bite +8 (1d3+1)
Dodge: 20
Skills: Acrobatics +6 (Journeyman), Combat +4 (Journeyman), Endurance +0 (Apprentice), Perception +4 (Master), Stealth +6 (Journeyman), Willpower +1 (Apprentice)
Deinonychus, Trained
Traits: Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Ambush Predator (+1 Acrobatics, +2 Combat, +2 Stealth)
Weight: 35 stone
Carrying capacity: 1 1/2 stone (2 1/2 stone with saddle)
Speed: 40 feet (8 hexes)
HP: 15
Attack: Bite +6 (1d12+6), Sickle Claw, Left +6 (1d6+6), Sickle Claw, Right +6 (1d6+6)
Dodge: 15
Skills: Acrobatics +5 (Journeyman), Combat +6 (Master), Endurance +1 (Journeyman), Perception +4 (Master), Stealth +4 (Journeyman), Willpower +2 (Journeyman)
Sickle Claws: Whenever a deinonychus hits with one of its sickle claws and deals at least one point of damage, the target must make an Endurance save against TN 15, plus an additional 2 points for each size larger than the target the deinonychus is and 2 points less for each size smaller. If the target fails, they take DoT for one round, and may make a new Endurance test to stop the bleeding every time they take damage, after taking the damage.
Deinonychus, Wild
Traits: Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Ambush Predator (+1 Acrobatics, +2 Combat, +2 Stealth)
Weight: 32 stone
Carrying capacity: 1 stone
Speed: 40 feet (8 hexes)
HP: 10
Attack: Bite +4 (1d12+4), Sickle Claw, Left +4 (1d6+4), Sickle Claw, Right +4 (1d6+4)
Dodge: 15
Skills: Acrobatics +5 (Journeyman), Combat +4 (Journeyman), Endurance +0 (Apprentice), Perception +4 (Master), Stealth +4 (Journeyman), Willpower +1 (Apprentice)
Sickle Claws: Whenever a deinonychus hits with one of its sickle claws and deals at least one point of damage, the target must make an Endurance save against TN 15, plus an additional 2 points for each size larger than the target the deinonychus is and 2 points less for each size smaller. If the target fails, they take DoT for one round, and may make a new Endurance test to stop the bleeding every time they take damage, after taking the damage.
Diplodocus, Trained
Traits: Gargantuan (-6 Attack, -6 Stealth, x3 Damage, +6 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Pack Animal (+2 Endurance, +1 Perception, -2 Speed, natural armor)
Weight: 3000 stone
Carrying Capacity: 300 stone (360 stone with saddle)
Speed: 50 feet (10 hexes)
HP: 180 (DR 15/piercing)
Attacks: Neck -4 (1d10+6), Front Left Stomp -4 (2d10+6), Front Right Stomp -4 (2d10+6), Rear Left Stomp -6 (2d10+6), Rear Right Stomp -6 (2d10+6), Tail -6 (1d10+6)
Dodge: 4
Skills: Acrobatics +0 (Apprentice), Combat +2 (Journeyman), Endurance +8 (Master), Perception +3 (Journeyman), Willpower +2 (Journeyman)
Diplodocus, Wild
Traits: Gargantuan (-6 Attack, -6 Stealth, x3 Damage, +6 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Pack Animal (+2 Endurance, +1 Perception, -2 Speed, natural armor)
Weight: 2800 stone
Carrying Capacity: 240 stone
Speed: 50 feet (10 hexes)
HP: 150 (DR 15/piercing)
Attacks: Neck -5 (1d10+3), Front Left Stomp -5 (2d10+3), Front Right Stomp -5 (2d10+3), Rear Left Stomp -7 (2d10+3), Rear Right Stomp -7 (2d10+3), Tail -7 (1d10+3)
Dodge: 4
Skills: Acrobatics +0 (Apprentice), Combat +1 (Apprentice), Endurance +6 (Journeyman), Perception +3 (Journeyman), Willpower +1 (Apprentice)
Gallimimus, Trained
Traits: Large (-2 Attack, -2 Stealth, x1.5 Damage, +2 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Herd Animal (+1 Perception, +1 Combat)
Weight: 78.5 stone
Carrying capacity: 5 stone
Speed: 50 feet (10 hexes)
HP: 30
Attack: Bite +0 (1d6+8), Tail -2 (1d8+8)
Dodge: 14
Skills: Acrobatics +5 (Master), Combat +5 (Master), Endurance +0 (Apprentice), Perception +5 (Master), Stealth -1 (Apprentice), Willpower +2 (Journeyman)
Gallimimus, Wild
Traits: Large (-2 Attack, -2 Stealth, x1.5 Damage, +2 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Herd Animal (+1 Perception, +1 Combat)
Weight: 78.5 stone
Carrying capacity: 5 stone
Speed: 50 feet (10 hexes)
HP: 30
Attack: Bite +1 (1d6+5), Tail -1 (1d8+5)
Dodge: 14
Skills: Acrobatics +3 (Journeyman), Combat +3 (Journeyman), Endurance +0 (Apprentice), Perception +3 (Journeyman), Stealth -1 (Apprentice), Willpower +1 (Apprentice)
Sickle Claws: Whenever a utahraptor hits with one of its sickle claws and deals at least one point of damage, the target must make an Endurance save against TN 15, plus an additional 2 points for each size larger than the target the utahraptor is and 2 points less for each size smaller. If the target fails, they take DoT for one round, and may make a new Endurance test to stop the bleeding every time they take damage, after taking the damage.
Iguanodon, Trained
Traits: Huge (-4 Attack, -4 Stealth, x2 Damage, +4 Speed), Herd Animal (+1 Perception, +1 Combat)
Weight: 486 stone
Carrying Capacity: 150 stone (200 with saddle)
Speed: 50 feet (10 hexes)
HP: 85
Attacks: Bite -2 (1d6+4), Front Left Stomp -2 (1d6+4), Front Right Stomp -2 (1d6+4), Rear Left Stomp -4 (1d6+4), Rear Right Stomp -4 (1d6+4), Tail -4 (1d6+4)
Dodge: 7
Skills: Acrobatics +2 (Journeyman), Combat +3 (Journeyman), Endurance +4 (Master), Perception +5 (Master), Willpower +1 (Apprentice)
Amphibious: The iguanodon can swim through water at the same rate as it can walk across land.
Iguanodon, Wild
Traits: Huge (-4 Attack, -4 Stealth, x2 Damage, +4 Speed), Herd Animal (+1 Perception, +1 Combat)
Weight: 486 stone
Carrying Capacity: 100 stone
Speed: 50 feet (10 hexes)
HP: 65
Attacks: Bite -2 (1d6+4), Front Left Stomp -2 (1d6+4), Front Right Stomp -2 (1d6+4), Rear Left Stomp -4 (1d6+4), Rear Right Stomp -4 (1d6+4), Tail -4 (1d6+4)
Dodge: 6
Skills: Acrobatics -4 (Apprentice), Combat +2 (Apprentice), Endurance +2 (Journeyman), Perception +3 (Journeyman), Willpower +1 (Apprentice)
Amphibious: The iguanodon can swim through water at the same rate as it can walk across land.
Stegosaurus, Trained
Traits: Huge (-4 Attack, -4 Stealth, x2 Damage, +4 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Tank On Legs (+2 Combat, +1 Endurance, natural armor)
Weight: 395 stone
Carrying Capacity: 225 stone (275 with saddle)
Speed: 50 feet (10 hexes)
HP: 115 (DR 10/piercing)
Attacks: Front Left Stomp +2 (1d6+8), Front Right Stomp +2 (1d6+8), Rear Left Stomp +0 (1d6+8), Rear Right Stomp +0 (1d6+8), Spiked Tail +2 (2d10+8)
Dodge: 6
Skills: Acrobatics +0 (Apprentice), Combat +6 (Master), Endurance +7 (Master), Perception +2 (Journeyman), Willpower +2 (Journeyman)
Spiked Tail: The stegosaurus' primary weapon is its spiked tail, and it is naturally adept at using it despite its location on what is ordinarily an unwieldy position. The stegosaurus' spiked tail weapon does not take the usual penalty for a tail-mounted weapon and may attack to a range of two hexes from the stegosaurus' tail hex, including wrapping around to hit targets adjacent to the leg hexes or passing over the leg hexes to hit targets to either side of the head.
Stegosaurus, Wild
Traits: Huge (-4 Attack, -4 Stealth, x2 Damage, +4 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Tank On Legs (+2 Combat, +1 Endurance, natural armor)
Weight: 378 stone
Carrying Capacity: 175 stone
Speed: 50 feet (10 hexes)
HP: 95 (DR 10/piercing)
Attacks: Front Left Stomp +0 (1d6+8), Front Right Stomp +0 (1d6+8), Rear Left Stomp -2 (1d6+8), Rear Right Stomp -2 (1d6+8), Spiked Tail +0 (2d10+8)
Dodge: 6
Skills: Acrobatics +0 (Apprentice), Combat +4 (Journeyman), Endurance +5 (Journeyman), Perception +2 (Journeyman), Willpower +1 (Apprentice)
Spiked Tail: The stegosaurus' primary weapon is its spiked tail, and it is naturally adept at using it despite its location on what is ordinarily an unwieldy position. The stegosaurus' spiked tail weapon does not take the usual penalty for a tail-mounted weapon and may attack to a range of two hexes from the stegosaurus' tail hex, including wrapping around to hit targets adjacent to the leg hexes or passing over the leg hexes to hit targets to either side of the head.
Sidebar: Stegosaurus Plates
It's not entirely known what stegosaurus plates were for. They definitely weren't armor, as unlike properly armored dinosaurs like anklyosaurus they don't actually cover the most vulnerable parts of the body, that being the flanks. The two prevailing theories are that the plates were used for regulating body temperature or for attracting mates. Neither particularly needs game mechanical support, so as far as the game is concerned they're just cool looking.
Telmatosaurus, Trained
Traits: Large (-2 Attack, -2 Stealth, x1.5 Damage, +2 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Herd Animal (+1 Perception, +1 Combat)
Weight: 95 stone
Carrying Capacity: 15 stone (19 stone with saddle)
Speed: 40 feet (8 hexes)
HP: 72
Attacks: Headslam +1 (1d8+5), Rear Left Stomp -1 (1d4+5), Rear Right Stomp -1 (1d4+5), Tail -1 (1d4+5)
Dodge: 9
Skills: Acrobatics +1 (Journeyman), Combat +3 (Journeyman), Endurance +6 (Master), Perception +3 (Journeyman), Stealth -1 (Apprentice), Willpower +1 (Apprentice)
Amphibious: The telmatosaurus can swim through water at the same rate as it can walk across land.
Telmatosaurus, Wild
Traits: Large (-2 Attack, -2 Stealth, x1.5 Damage, +2 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Herd Animal (+1 Perception, +1 Combat)
Weight: 82 stone
Carrying Capacity: 11 stone
Speed: 40 feet (8 hexes)
HP: 58
Attacks: Headslam +0 (1d8+3), Rear Left Stomp -2 (1d4+3), Rear Right Stomp -2 (1d4+3), Tail -2 (1d4+3)
Dodge: 8
Skills: Acrobatics +0 (Apprentice), Combat +2 (Apprentice), Endurance +4 (Journeyman), Perception +3 (Journeyman), Stealth -1 (Apprentice), Willpower +1 (Apprentice)
Amphibious: The telmatosaurus can swim through water at the same rate as it can walk across land.
Triceratops, Trained
Traits: Huge (-4 Attack, -4 Stealth, x2 Damage, +4 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Tank On Legs (+2 Combat, +1 Endurance, natural armor)
Weight: 995 stone
Carrying capacity: 225 stone (275 stone with saddle)
Speed: 50 feet (10 hexes)
HP: 95 (DR 10/piercing)
Attacks: Horns +2 (2d12+8), Front Left Stomp +2 (1d6+8), Front Right Stomp +2 (1d6+8), Rear Left Stomp +0 (1d6+8), Rear Right Stomp +0 (1d6+8), Tail +0 (1d6+8)
Dodge: 6
Skills: Acrobatics +0 (Apprentice), Combat +6 (Master), Endurance +7 (Master), Perception +2 (Journeyman), Willpower +2 (Journeyman)
Triceratops, Wild
Traits: Huge (-4 Attack, -4 Stealth, x2 Damage, +4 Speed), Quadruped (-1 Acrobatics, +2 Endurance), Tank On Legs (+2 Combat, +1 Endurance, natural armor)
Weight: 945 stone
Carrying capacity: 175 stone
Speed: 50 feet (10 hexes)
HP: 95 (DR 10/piercing)
Attacks: Horns +0 (2d12+8), Front Left Stomp +0 (1d6+8), Front Right Stomp (1d6+8), Rear Left Stomp -2 (1d6+8), Rear Right Stomp -2 (1d6+8), Tail -2 (1d6+8)
Dodge: 6
Skills: Acrobatics +0 (Apprentice), Combat +4 (Journeyman), Endurance +5 (Journeyman), Perception +2 (Journeyman), Willpower +1 (Apprentice)
Tyrannosaurus, Tamed
Traits: Gargantuan (-6 Attack, -6 Stealth, x3 Damage, +6 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Super Predator (+1 Acrobatics, +4 Combat, +2 Stealth, natural armor)
Weight: 1285 stone
Carrying Capacity: 90 stone (150 stone with saddle)
Speed: 70 feet (14 hexes)
HP: 75 (DR 15/piercing)
Attacks: Crushing Maw +2 (4d12+48), Left Claw +2 (5d6+24), Right Claw +2 (5d6+24), Tail +0 (2d12+24)
Dodge: 9
Skills: Acrobatics +2 (Journeyman), Combat +8 (Master), Endurance +1 (Journeyman), Perception +2 (Journeyman), Stealth -2 (Journeyman), Willpower +2 (Journeyman)
Tyrannosaurus, Wild
Traits: Gargantuan (-6 Attack, -6 Stealth, x3 Damage, +6 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Super Predator (+1 Acrobatics, +4 Combat, +2 Stealth, natural armor)
Weight: 1285 stone
Carrying Capacity: 90 stone
Speed: 70 feet (14 hexes)
HP: 75 (DR 15/piercing)
Attacks: Crushing Maw +0 (4d12+36), Left Claw +0 (5d6+18), Right Claw +0 (5d6+18), Tail -2 (2d12+18)
Dodge: 9
Skills: Acrobatics +2 (Journeyman), Combat +6 (Journeyman), Endurance +1 (Journeyman), Perception +2 (Journeyman), Stealth -3 (Apprentice), Willpower +1 (Apprentice)
Crushing Maw: The tyrannosaur's bite is incredibly powerful. It deals an additional 1d12 damage and doubles the damage bonus from Combat (including existing size bonuses). Additionally, if a creature is wounded by the tyrannosaur's crushing maw, they must succeed at a TN 15 Endurance save or else become diseased afterwards, inflicting a -1 penalty to all skills. The save must be repeated every 24 hours, and the penalty stacks if the save is failed multiple times. Once an afflicted creature has succeeded three times, the disease begins to fade. The penalty decreases by 1 every 24 hours (no save is necessary at this point) until it goes away and the creature has fully recovered. If the save is failed by 10 points or more, the creature dies from the disease.
Utahraptor, Trained
Traits: Large (-2 Attack, -2 Stealth, x1.5 Damage, +2 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Ambush Predator (+1 Acrobatics, +2 Combat, +2 Stealth)
Weight: 85 stone
Carrying capacity: 11 stone (15 stone with saddle)
Speed: 50 feet (10 hexes)
HP: 51
Attack: Bite +4 (3d6+9), Sickle Claw, Left +4 (1d8+9), Sickle Claw, Right +4 (1d8+9), Tail +4 (1d4+9)
Dodge: 14
Skills: Acrobatics +4 (Journeyman), Combat +6 (Master), Endurance +3 (Master), Perception +2 (Journeyman), Stealth +4 (Master), Willpower +2 (Journeyman)
Sickle Claws: Whenever a utahraptor hits with one of its sickle claws and deals at least one point of damage, the target must make an Endurance save against TN 15, plus an additional 2 points for each size larger than the target the utahraptor is and 2 points less for each size smaller. If the target fails, they take DoT for one round, and may make a new Endurance test to stop the bleeding every time they take damage, after taking the damage.
Utahraptor, Wild
Traits: Large (-2 Attack, -2 Stealth, x1.5 Damage, +2 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Ambush Predator (+1 Acrobatics, +2 Combat, +2 Stealth)
Weight: 78.5 stone
Carrying capacity: 5 stone
Speed: 50 feet (10 hexes)
HP: 30
Attack: Bite +2 (3d6+6), Sickle Claw, Left +2 (1d8+6), Sickle Claw, Right +2 (1d8+6), Tail +2 (1d4+6)
Dodge: 14
Skills: Acrobatics +4 (Journeyman), Combat +4 (Journeyman), Endurance +0 (Apprentice), Perception +2 (Journeyman), Stealth +4 (Master), Willpower +1 (Apprentice)
Sickle Claws: Whenever a utahraptor hits with one of its sickle claws and deals at least one point of damage, the target must make an Endurance save against TN 15, plus an additional 2 points for each size larger than the target the utahraptor is and 2 points less for each size smaller. If the target fails, they take DoT for one round, and may make a new Endurance test to stop the bleeding every time they take damage, after taking the damage.
Sidebar: Utahraptor Is Not A Horse
Utahraptor weighs about the same as a modern horse, but unlike the powerfully built quadrupeds, utahraptor has chicken legs. Size and muscle still give utahraptor the ability to carry plenty of weight, but it will buckle under the kind of weights you'd expect a horse to carry. The average human weighs in the neighborhood of 10-12 stone, and that is most of a trained, saddled utahraptor's carrying capacity. Add in 1.5 stone for heavy leather armor, a half-stone lance, a similarly heavy sword, plus a shield, and you're already close to maxing out a raptor's carrying capacity. An average woman or a slim man can ride into battle moderately well armed and armored, but full plate armor is right out, and forget adding a second rider.
Velociraptor, Trained
Traits: Small (+2 Attack, +2 Stealth, x0.5 Damage, -2 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Ambush Predator (+1 Acrobatics, +2 Combat, +2 Stealth)
Weight: 2.5 stone
Carrying capacity: No
Speed: 30 feet (6 hexes)
HP: 8
Attack: Bite +6 (1d6+3), Sickle Claw, Left +6 (1d3+3), Sickle Claw, Right +6 (1d3+3)
Dodge: 17
Skills: Acrobatics +5 (Journeyman), Combat +6 (Master), Endurance +1 (Journeyman), Perception +4 (Master), Stealth +8 (Master), Willpower +1 (Apprentice)
Sickle Claws: Whenever a velociraptor hits with one of its sickle claws and deals at least one point of damage, the target must make an Endurance save against TN 15, plus an additional 2 points for each size larger than the target the velociraptor is and 2 points less for each size smaller. If the target fails, they take DoT for one round, and may make a new Endurance test to stop the bleeding every time they take damage, after taking the damage.
Velociraptor, Wild
Traits: Small (+2 Attack, +2 Stealth, x0.5 Damage, -2 Speed), Chicken Legs (+2 Acrobatics, -1 Endurance, +2 Speed), Ambush Predator (+1 Acrobatics, +2 Combat, +2 Stealth)
Weight: 2.5 stone
Carrying capacity: No
Speed: 30 feet (6 hexes)
HP: 5
Attack: Bite +4 (1d6+2), Left Claw +4 (1d3+2), Right Claw +4 (1d3+2)
Dodge: 17
Skills: Acrobatics +5 (Journeyman), Combat +4 (Journeyman), Endurance +0 (Apprentice), Perception +4 (Master), Stealth +8 (Master), Willpower +1 (Apprentice)
Sickle Claws: Whenever a velociraptor hits with one of its sickle claws and deals at least one point of damage, the target must make an Endurance save against TN 15, plus an additional 2 points for each size larger than the target the velociraptor is and 2 points less for each size smaller. If the target fails, they take DoT for one round, and may make a new Endurance test to stop the bleeding every time they take damage, after taking the damage.