Solitary pair or pack

Treasure: None

Alignment: Always chaotic evil

Level Adjustment: —

This creature resembles a purple hunting hound with a shaggy black mane and a horrible set of fangs. Two horns sprout out of its forehead, and another pair emerges from its shoulders.

Darkhounds are demonic dogs. These creatures frequent forests, traveling either by themselves or in small packs, hunting and killing any living creature as they find it. Unlike normal dogs, darkhounds kill for the sheer joy of the kill; they rarely eat what they hunt.

No one really knows where darkhounds came from. They appeared shortly after the Third War, terrorizing the wildlife of the former elven kingdoms. While the Forsaken hunting and living in Tirisfal Glades consider them only a minor nuisance, occasionally a large enough pack poses a threat to alchemists exploring the woods for components. Many warlocks instead keep the monsters as pets, training them to be even more lethal than normal.

Darkhounds understand basic Eredun, but, being little better than beasts, they cannot speak.


Darkhounds stalk their prey, shadowing it for hours until a suitable ambush spot presents itself. They then

These ancient lizards inspire awe and respect wherever they go. While animals, dinosaurs possess a might and magnificence that places them above other creatures of the natural world; many sentient races revere dinosaurs, or consider it a test of personal honor to hunt one of the great beasts.

While many different types of dinosaurs exist, most are carnivores and thus share the same basic traits. Their forelimbs tend to prove ill-suited for combat, so they attack with their horned heads and teeth. They stake out territories and guard them fiercely. (This territorial instinct exists in herbivorous dinosaurs as well, but they

Huge Animal Hit Dice: Initiative: Speed: Armor Class:

Huge Animal Hit Dice: Initiative: Speed: Armor Class:

attempting to bring down their victim with overwhelming numbers and sharp teeth.

Skills: Darkhounds gain a +4 racial bonus on Jump checks. *Darkhounds gain a +4 racial bonus on Survival checks when tracking by scent.

tend to more peaceful behavior, attacking only when a creature wounds or threatens them.)

Dinosaurs have rough reptilian skin, thick and pebbly in texture. Their coloration varies, but many dinosaurs tend to blend in well with their natural surroundings. As cold-blooded creatures, they avoid areas of extreme temperatures, such as arctic regions. Most dinosaurs nest in the Un'Goro Crater and the Sholazar Basin, which possess a pleasing climate as well as abundant territory and prey. One exception is the threshadon, which lives in several places throughout Azeroth.

Some dinosaurs make excellent riding mounts.

Base Attack/Grapple: +18/+36 (+40 with bite)

24 (-2 size, +2 Agy, +14 natural), touch 10, flat-footed 22

Base Attack/Grapple: +18/+36 (+40 with bite)

Attack: Bite +27 melee (4d6+15/19-20)

Full Attack: Bite +27 melee (4d6+15/19-20)

Special Attacks: Improved grab, locking jaws, savage, swallow whole

WBMi r i j

Special Qualities: Low-light vision, scent Saves: Fort +20, Ref +16, Will +10

Abilities: Str 31, Agy 14, Sta 22, Int 2, Spt 11, Cha 10

Skills: Listen +12, Spot +12, Survival +16

Feats: Bloodletter, Cleave, Improved Bull Rush, Improved

Natural Attack* (bite), Improved Critical (bite), Iron Will, Power Attack, Skilled (Listen and Spot), Weapon Focus (bite) Warm forest and marsh Sholazar Basin, Un'Goro Crater Solitary, pair, or horde (3-6) 10


Always neutral

Environment: Area:

Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: * This feat appears in Chapter 4: Monsters as Characters.

This giant lizard walks on two powerfully muscled hind legs. Its stunted yet sharp-clawed forelimbs stretch out before it, and rows of bloodstained teeth fill its maw. Mud spatters its pale green hide.

gender roles, a female devilsaur abandons her eggs as soon as she lays them; male devilsaurs can identify a clutch of eggs they fathered by scent, and protect that clutch until the eggs hatch.


The devilsaur uses its good speed to charge as soon as its enemies enter range. It targets the smallest creatures in a pack first, closing its powerful jaws over them and lifting them off the ground. The devilsaur savages it prey, biting and shaking until it or the enemy stops moving, swallows, and then moves on to the next target. Badly wounded devilsaurs flee, sometimes carrying opponents with them.

Improved Grab (Ex): To use this ability, a devilsaur must hit an opponent of up to Large size with its bite attack. If it wins the grapple check, it establishes a hold and can attempt to savage the following round.

Locking Jaws (Ex): A devilsaur's powerful jaws grant it a +4 racial bonus on grapple checks made to hold and savage bitten opponents.

Savage (Ex): A devilsaur that makes a successful grapple check to deal damage to a held opponent deals double damage (8d6 + 30). Swallow Whole (Ex): A devilsaur can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8 + 8 points of bludgeoning damage and 8 points of acid damage per round from the devilsaur's muscle movements and gizzard acids. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of

opponent must cut its own way out.

A Huge devilsaur's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A devilsaur has a +8 racial bonus Survival checks.

Huge Animal Hit Dice: Initiative: Speed: Armor Class:

Base Attack/Grapple:


Full Attack:


Special Attacks:

Special Qualities:





Environment: Area:

Organization: Challenge Rating: Treasure: Alignment: Advancement:

Level Adjustment:

* This feat appears in

footed 26

Bite +17 melee (3d6+7) and 2 claws+14 melee

Low-light vision, razor crest, scent, stability Fort +15, Ref +8, Will +5 Str 25, Agy 8, Sta 19, Int 2, Spt 10, Cha 11 Listen +9, Spot +9

Great Fortitude, Improved Bull Rush, Improved Natural Attack* (bite), Multiattack, Power Attack, Weapon Focus (bite) Warm marsh or forest Sholazar Basin, Un'Goro Crater Solitary, pair, or pack (3-6) 8


Always neutral

Chapter 4: Monsters as Characters.

The diemetradon — one of the strongest predators in the Un'Goro Crater — stalks its prey and rips it apart without mercy. This creature uses both its squat, strong legs tipped with sharp claws and its wickedly fanged mouth to great advantage, tearing apart its prey without a second thought.


The diemetradon lumbers straight into battle, ripping and tearing with its claws and teeth. It targets enemies that deal large amounts of damage to it and attempts to dispatch them as quickly as possible, usually using its Power Attack feat to full advantage. The diemetradon also attempts to bull rush its enemies into trees or swampy areas.

Razor Crest (Ex): The razor-sharp crests along a diemetradon's back prove a good defense against those who get too close. Anyone grappling a diemetradon takes 2d6 points of slashing damage per round.

Stability (Ex): The diemetradon's powerful legs and low body make it exceptionally stable. It has a +4 racial bonus on checks made to resist trip, bull rush, or similar special attacks or combat tactics.

Thick, shell-like plates cover this dinosaur's thick hide. Its six powerful stumpy legs end in sharp claws, and jagged teeth line its mouth. Two enormous, jagged red crests protrude from its back.

Chapter 4: Monsters as Characters.

Treasure: Alignment: Advancement: Level Adjustment:

None Always neutral

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