ManaresaurNoctiscomasaurVentalatusaur


Dinosaurs are powerful and adaptable lizard-like creatures that inhabit dozens of worlds. The successful beasts have even managed to migrate into wildspace and find niches in the harsh environment.

The dinosaurs of wildspace have adapted in a variety of ways. Most have skin that absorbs heat and light to use as a primary energy source and lungs that can recycle air to last months. Predators have viciously sharp teeth and claws, and a nasty temperament. Some of the dinosaurs, particularly the carnivores, have developed higher intelligence, and are capable of cunning ambushes and evading vengeful pursuits. Predators sometimes have skin that is camouflaged to better sneak up on prey, while male animals, both predator and prey, are usually brightly colored for mating purposes.

Manaresaur

Gargantuan Magical Beast (Wildspace)
Hit Dice: 25d10+178 (315 hp)
Initiative: +2 (Dex)
Speed: Fly 150 ft. (clumsy) (30 squares)
Armor Class: 23 (-4 size, +15 natural, +2 Dex), touch 8, flat-footed 21
Base Attack/Grapple: +25 / +52
Attack: Tail +36 melee (2d10+22)
Full Attack: Tail +36 melee (2d10+22)
Space/Reach: 20 ft. / 15 ft.
Special Attacks: Ram, Stunning Tail
Special Qualities: Flight, Scent, Wildspace Traits[new]
Saves: Fort +23, Ref +16, Will +10
Abilities: Str 40, Dex 14, Con 25, Int 2, Wis 14, Cha 6
Skills: Hide -10, Listen +12, Spot +24
Feats: Alertness, Awesome Blow, Endurance, Flyby Attack, Great Fortitude, Hover, Improved Bull Rush, Power Attack, Toughness
Environment: Asteroids
Organization: Herd (5-20)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 35-50 HD (Colossal)
Level Adjustment:

The creature is a massive, dragon-like reptile without wings or legs. It glides effortlessly across the grassy asteroid as it grazes.

One of the larger dinosaurs found in space, the Manaraesaur is distantly related to ground- dwelling sauropods. The Manaraesaurs are enormous creatures, averaging 60' from snout to tail, with some truly colossal specimens reaching 100' in length. They have a classic sauropod shape, with a small head, long neck, thick, heavy body, and long thin tail. Unlike sauropods, the Manaraesaur lacks the long legs, instead having only four small, round stumps in place of their legs. Their stub-legs have an innate magical flight ability, allowing them to fly. They are clumsy flyers (at best), and usually hover close to the ground, grazing as they pass by. Manatanesaurs are brightly colored, with blue stripes over a dull-reddish skin. Their nob-like legs shift colors as they fly, alternating between red, yellow, and blue. Manataesaurs are non-aggressive, preferring to fly close to asteroids and graze on any growth on the surface. A herd will usually strip an asteroid nearly clean, then enter a semi-hibernation for months, perhaps years, as they drift to a new asteroid. A herd is made up of 5 to 15 adults and 0 to 5 juvenile manatanesaurs. The adults will protect the juveniles by keeping them near the center of the herd and ward off predators with their whip-like tails.

Combat

Usually non-aggressive, manatanesaurs will fight only if cornered or protecting their young. They will flee from large sized or larger creatures that threaten them. Medium sized and smaller creatures are ignored unless they somehow cause damage to the beast. A frightened herd will ram anything in their way unless it is of huge size or bigger. Usually, they fight with their whip-like tails.

Ram (Ex): A manatanesaur can ram anything smaller than size huge. Creatures rammed by a manatanesaur suffer 2d12+15 points of damage. Opponents who do not make attacks of opportunity against the manatanesaur can attempt a reflex save (DC 18) to avoid the damage. As the manatanesaur will almost always flee skyward, only flying creatures in their way need to worry about being attacked in this manner.

Stunning Tail (Ex): A stunning tail attack works like the Stunning Fist feat. A manaresaur can use this ability 6/day, but no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Wildspace Traits[new]: When food is unavailable, manaresaurs can hibernation state for several years at a time. They can somehow sense where the next lush asteroid is, and can accelerate to travel up to 10 million miles per day while entering their hibernation state.

Noctiscomasaur

Large Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 18 (-1 Size, +4 Dex, +5 natural), touch 13, flat-footed 14
Base Attack/Grapple: +5 / +13
Attack: Talon +8 melee (2d6+4)
Full Attack: 2 talons +8 melee (2d6+4) and 2 foreclaws +3 melee (1d4+2) and bite +3 melee (2d4+2)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: Frightful Presence, Pounce
Special Qualities: Darkvision 60', Scent, Spell-like Abilities
Saves: Fort +5, Ref +8, Will +1
Abilities: Str 19, Dex 18, Con 13, Int 5, Wis 10, Cha 12
Skills: Hide +8*, Jump +16*, Listen +8*, Move Silently +8, Spot +8*, Survival +8*
Feats: Improved Initiative, RunB, Track
Environment: Asteroids
Organization: Pack (3-12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 (Large)
Level Adjustment:

The sound of shifting rocks is the only warning, a sickle-clawed reptile explodes from the nearby crater, razor-sharp claws ready for a quick meal.

A large and fast predator sometimes called the rock raptor because of the common habitat, asteroid fields. They are related to the velociraptor dinosaurs, probably the descendents of velociraptors that somehow made their way into space. Smart and cunning, the rock raptors adapted and now plague many asteroid fields.

Noctiscomasaurs stand about 5' tall and are roughly 11' from snout to the tip of their tail. They have whip-like tails that are used when they are traveling between asteroids. They have jet-black skin with pale white stripes. Their eyes glow a pale green, which gave them effective darkvision. Their sense of smell is excellent, able to smell a rotting corpse a mile away. A rock raptor's long tail is used to balance its entire weight on its hind legs. If they inhabit an asteroid field, they will migrate between asteroids with gravity planes in search of prey, using their tails to propel them towards the next asteroid.

Combat

Noctiscomasaurs are deadly in combat. They use a combination of claws, talons, and their bite to rip an opponent to shreds. A noctiscomasaur will ambush its prey, usually leaping upon its prey to knock it off its feet, and then tear into it with talons, teeth, and claws. The talons count as one attack.

Unlike a common deinonychus, a noctisomasaur has spell-like abilities to aid in while hunting. Noctisomasaurs are notorious for their ability to escape magical detection. They are naturally protected by an arcane nondetection spell. Also, a noctisomasaur can move so fast that it gains the benefits of an arcane blur spell. They don't hesitate to use these abilities, which are instinctive and require little forethought or planning to use them.

Frightful Presence (Ex): An attack by a noctisomasaur is so sudden and frightful that it may scare anyone witnessing the attack. An opponent with fewer than 5 HD who sees the attack from 30' or less must make a Will save (DC 13). If the subject succeeds, it is shaken for 1 round. If it fails, it is frightened for 2d6 rounds. (See Condition Summary in the DMG.)

Pounce (Ex): If a noctiscomasaur charges, it can make a full attack.

Spell-like Abilities: Always on—nondetection (DC 16 to detect); 1/day—blur (DC 13). Caster level 5th. The save DCs are Charisma-based.

Skills: * A noctiscomasaur has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

Ventalatusaur

Huge Magical Beast (Wildspace)
Hit Dice: 10d10+50 (105 hp)
Initiative: +2 (Dex)
Speed: Fly 200 ft. (average) (40 squares)
Armor Class: 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12
Base Attack/Grapple: +10 / +25
Attack: Bite +15 melee (2d8+10)
Full Attack: Bite +15 melee (2d8+10)
Space/Reach: 15 ft. / 10 ft.
Special Attacks:
Special Qualities: Natural Spelljammer[new], Wildspace Traits[new]
Saves: Fort +12, Ref +9, Will +3
Abilities: Str 24, Dex 14, Con 20, Int 4, Wis 10, Cha 8
Skills: Move Silently +3, Spot +12
Feats: Flyby Attack, Hover, Snatch, Wingover
Environment: Deep space
Organization: Pod (3-24)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-20 (Huge)
Level Adjustment:

A long neck rises out of the inky depths of wildspace, attached to a night-black body. It roars, revealing rows of terrible, sharp teeth.

An increasing common creature in some spheres, the ventalatusaur is a space-bound dinosaur that rarely visits asteroid fields and shipping lanes. Sightings of these creatures are considered an ill omen and a sure sign that at least someone will die during the voyage.

A ventalatusaur is a fairly large creature, about 30' from snout to tail. They have thick, circular bodies with two sets of fan-like fins at their sides. Their overly-large heads rest upon long, narrow necks, which can expand enough to swallow whole a man-sized creature. A ventalatusaur has a stubby tail which anchors long, wispy tail feathers that it uses as a rudder. Ventalatusaurs are night black to better conceal themselves in the blackness of the void. Their tail feathers are also black, unless the ventalatusaur is excited, when they glow royal blue or violet, depending on if they are in combat (blue) or mating (violet).

Combat

Ventalatusaurs usually feed on space fish and creatures that dwell upon or near small life worlds like mother trees, so they rarely attack medium-sized creatures. When they stumble across a spelljammer, they will try to make a quick meal out of a crewman before escaping back into the void. They are powerful and fast, capable of making a quick strike and fading back into the void before they are noticed.

[new] - See Monsters in Spelljammer.