Kryx RPGThemes
Tyrannosaurus Rex

Tyrannosaurus Rex

Huge animal
Challenge
8

STR
7
DEX
0
CON
4
INT
−4
WIS
1
CHA
−1

136
13d12+52
15
Soak
1
Fort
+5
Ref
+4
Will
+1
Defense note natural armor

Speed 10 m.
Skills Insight +1 (12), Perception +3 (14)

Maneuvers. The tyrannosaurus rex uses maneuvers (maneuver save Difficulty 18). It has 15 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Bite only)

1 stamina die: fearsome beast, pounce, spring attack, tear flesh

2 stamina dice: tear tendon

Actions (2)

Bite (1/turn). Melee Weapon Attack: +9 to hit, reach 2 m. Hit: 33 (4d12 + 7) piercing damage. If the tyrannosaurus uses the grapple maneuver, it can grapple a Medium or smaller creature and the target is restrained until the grapple ends, and the tyrannosaurus can’t bite another target.

Tail (1/turn). Melee Weapon Attack: +9 to hit, reach 2 m., one target not grappled by the tyrannosaurus. Hit: 20 (3d8 + 7) bludgeoning damage.

Grasslandsrd

Maneuvers

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.