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Broncosaurus Rex - Guide To T-Rex

This document provides information on the physiology, social structure, combat abilities, and NPC stats for tyrannosaurus rex for use in fantasy roleplaying games. It describes T-rex as having higher intelligence than typically portrayed, with the ability to form dynasties and summon allies with their roar. Various ages and sizes of T-rex are detailed, with the largest being classified as gargantuan or colossal.

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Melinda Cox
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0% found this document useful (0 votes)
129 views

Broncosaurus Rex - Guide To T-Rex

This document provides information on the physiology, social structure, combat abilities, and NPC stats for tyrannosaurus rex for use in fantasy roleplaying games. It describes T-rex as having higher intelligence than typically portrayed, with the ability to form dynasties and summon allies with their roar. Various ages and sizes of T-rex are detailed, with the largest being classified as gargantuan or colossal.

Uploaded by

Melinda Cox
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 34

Credits Table of Contents

Writer: Joseph Goodman Introduction . . . . . . . . . . . . . . .2 Psionic . . . . . . . . . . . .17


Artist: Tim Burgard Physiology . . . . . . . . . . . . . . . .3 Psionics . . . . . . . . . . . . . .18
Logo Designer: Derek Schubert
Copy Editor: Fred Bush Stats by Age Category . . . .5 New Powers . . . . . . . .19
Graphic Designer: Joseph Goodman Social Structure . . . . . . . . . . . .6 Bloodline Telepathy . . . . .21
The Dynasties . . . . . . . . . .7 Mark of the Master . . . . .22
The Tyrant Kings . . . . . . . .8 Campaigns . . . . . . . . . . . . . . .22
Cultural Habits . . . . . . . . . . . . .9 Settings . . . . . . . . . . . . . . .22
Combat Strategies . . . . . . . . .11 Motivations . . . . . . . . . . .23
Dealing with Swarms . . . .11 Adventure Hooks . . . . . . .24
Hunting Techniques . . . . .11 Creating Dynasties . . . . . .25
The Tyrant Masters . . . . .12 The Dynasties . . . . . . . . .26
T-rex NPCs . . . . . . . . . . . . . . .13 Kil Karn . . . . . . . . . . .26
Personality . . . . . . . . . . . .13 Sibdan . . . . . . . . . . . .27
www.goodman-games.com Age Progression . . . . . . . .13 Appendix I: T-Rex Stats . . . .29
[email protected] Feats . . . . . . . . . . . . . . . . .14 Nanotyrannus . . . . . . . . . .30
Non-Psionic . . . . . . . .14 Appendix II: Byproducts . . . .31
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Be sure to look for the rest of the Complete Guide series! If you like this book, you might also be interested in these:

Complete Guide to Doppelgangers (Nov. 2002) (GMG3000) Aerial Adventure Guide Series
Complete Guide to Wererats (Jan. 2003) (GMG3001) Vol. 1: Rulers of the Sky (GMG2000)
Complete Guide to Velociraptors (GMG1002) Vol. 2: Sellaine, Jewel of the Clouds (GMG2001)
Vol. 3: Monsters, Magic, and Sky Ships (Nov. 2002) (GMG2002)

Dinosaur Planet: Broncosaurus Rex


Core Rulebook (GMG1000)
Cretasus Adventure Guide (GMG1001)
Introduction
No real-life creature has stoked the flames of imagination Tyrannosaurus Rex
more than tyrannosaurus rex. Since its discovery a century ago, Huge Animal
T-rex has served as a constant reminder of human frailty. Not Hit Dice: 18d10+72 (171 hp)
only does its massive mouth belittle mankind (its jaws are, after Initiative: +1 (Dex)
all, as long as a man is tall), but its Earthly reign makes us piti- Speed: 40 ft.
fully insignificant. Homo sapiens has walked the Earth for a AC: 14 (-2 size, +1 Dex, +5 natural)
mere 100,000 years – but tyrannosaurus rex ruled for six mil- Attacks: Bite +20 melee
lion years. Damage: Bite 5d8+13
Dragons were real, and they were called T-rex. This book Face/Reach: 10 ft. by 10 ft./15 ft.
gives you the rules and background you need to put these real Special Attacks: Improved grab, swallow whole
life dragons in your d20 game. By the time you’re done read- Special Qualities: Scent, roar
ing, T-rex won’t be a dumb lizard; it will be an intelligent con- Saves: Fort +15, Ref +12, Will +8
queror that forms alliances, remembers treachery, and builds Abilities: Str 28, Dex 12, Con 19,
dynasties that span generations. Int 8, Wis 15, Cha 10
We have taken a few fantastic liberties with T-rex. The Skills: Listen +11, Spot +11
standard T-rex is present, of course, in both the forms that his-
tory has known it: the sluggish, tail-dragging version painted by Climate/Terrain: Temperate or warm land
Charles Knight, and the modern, fleet-footed version depicted Organization: Solitary or family (2 adults and 0-2
in Jurassic Park. But we go even further than that. (This is a young)
fantasy game, after all.) Modern reptiles continue growing their Challenge Rating: 8
entire lives. What if T-rex were the same? What if this king of Treasure: Standard
predators (whose only natural enemies were his T-rex rivals) Alignment: Lawful evil
survived to extreme ages? How large could he get? And what Advancement: 19-36 HD (Gargantuan), 37-54 HD
are the implications of the sheer willpower that must reside in (Colossal)
such a beast?
Over the next 30-odd pages, we will answer these ques- COMBAT
tions. We hope to show you a side of tyrannosaurus rex that Roar (Ex): A tyrannosaurus facing a real threat will sum-
you’ve never seen. By the time you’re through, we hope you’ll mon help with a deafening roar. Nearby T-rexes will hear the
want to show your players what a real dragon looked like. roar and come to its aid. (Being summoned is one of the few
Most of this book is world-neutral, designed to be incorpo- times a T-rex will enter another T-rex’s hunting grounds.)
rated into any campaign. When a section must be placed within T-rexes summon aid with discretion, and rarely do so
the context of a campaign setting, we have used the Dinosaur unless their opponent is a threat to their neighbors, as well as
Planet: Broncosaurus Rex world. Most of the Broncosaurus Rex themselves (e.g., human or carnivore invaders, not just a big,
setting material can easily be integrated into any other prehis- angry triceratops). But when the threat is real, and they are in
toric world. danger, they do not hesitate.
For reference, here is the stat block for a standard T-Rex. A T-rex can roar with a full-round action and attract 1d4 T-
Note the relatively high Intelligence, higher than that presented rex families. The roar carries many miles; aid may come from
in the MM. We think T-rex should be smarter! far away. Each summoned family will arrive in 2d20 minutes.
Improved Grab (Ex): To use this ability, the T-rex must
hit a Medium-size or smaller opponent with its bite attack.
Swallow Whole (Ex): A T-rex can try to swallow a Medi-
um-size or smaller opponent by making a successful grapple
check. The swallowed creature takes 2d8+8 points of crushing
damage per round plus 8 points of acid damage from the tyran-
nosaur’s gizzard. A swallowed creature can cut its way out by
using claws or a Small or Tiny slashing weapon to deal 25 points
of damage to the gizzard (AC 20). Once the creature exits, mus-
cular action closes the hole; another swallowed opponent must
cut its own way out. The gizzard can hold two Medium-size or
four Small opponents (and so on for other sizes).

2
Physiology
The basics of tyrannosaur physiology are well known. A T- tion of T-rex.
rex stands roughly 18 feet tall. A six foot tall human sees eye- The exo-rex is exothermic, or cold-blooded. Cold-blooded
to-eye with its kneecap. T-rexes are about 45 feet long and creatures (such as reptiles) have limited ability to regulate their
weigh up to 7 tons. Their jaws are six feet long, just large own temperature. Their body temperature is the same as the air
enough to swallow a human in a single gulp. around them. When it gets below 32 degrees, humans can still
Beyond that, discussing the physiology of T-rex is an inter- move (although it’s pretty cold!) – but reptiles start to freeze.
esting endeavor. Interpretations of T-rex physiology have That’s the advantage of being warm-blooded. Exothermic crea-
changed over time. When scientists thought dinosaurs were tures are generally slower and more sluggish than their
cold-blooded, it was popular to think of T-rex as a slow, stupid endothermic counterparts. Exo-rex, therefore, is the “old style”
beast that walked upright and dragged its tail on the ground. But T-rex.
modern paleontologists suspect otherwise. They envision T-rex The standard T-rex stats, as described in the d20 rules and
as a warm-blooded creature that balanced its spine over its legs, recapped above, are for an endo-rex. From this point on, the dis-
with the head and tail at each end like two children on a see- tinction won’t matter; all the discussion that follows is about
saw. The modern T-rex can run quickly, turn quickly, and per- warm-blooded dinosaurs. But, for reference, we have presented
haps even think quickly. the stats for the cold-blooded exo-rex in Appendix I.
In a fantasy environment, both are possible. We have divid-
ed T-rexes into two types: the endo (warm-blooded) and exo
(cold-blooded). Both kinds of T-rex can coexist in the same
Age Categories
game world.
Tyrannosaurs are massive creatures. But before they grow
massive, they are quick and nimble. Young T-rexes differ
Endo vs. Exo markedly from their parents, and
not merely in physical
The endo-rex (as we’ll refer to it) is endother- attributes. Older T-rexes
mic, or warm-blooded, like humans and birds. are smarter and
Warm-blooded creatures regulate their own tem- tougher, and their
perature. This lets them stay warm in winter and greater hunting experi-
cool in the summer. It also makes them a ence makes them deadly
lot more active; they can move at in more ways than just their
a relatively quick pace larger jaws.
even in extreme There are four main cat-
temperatures. The egories of T-rex aging. The
endo-rex is a youth, or “young rex,” are slen-
warm-blooded der, lightly-built dinosaurs that resemble the
dinosaur, like nimble velociraptors more than their heavy, stocky
the modern parents. As a T-rex ages, it bulks up considerably.
interpreta- Only after several years does it gain the barrel-
chested, thick-legged appearance of an adult, the
second category of T-rex age.
Like all reptiles, tyrannosaurs (and all dinosaurs) grow
for their entire lives. That’s right – their entire lives. The rate of
growth slows significantly once they mature, but the growth
does continue. This has enormous repercussions for reptiles
with long life spans – and T-rex is such a creature.
There is no known upper limit on the age of a tyrannosaur.
Most tyrannosaurs die from the debilitating injuries that are part
of a carnivore’s life. A triceratops gore here, a pachycephalosaur
head-butt there... sooner or later, all those minor scars add up.
But some T-rexes are lucky, or smart, or otherwise gifted, and
they reach old age without severe injury. Like all reptiles, they

3
continue growing the whole time. When they reach a certain to compensate, which carry them to the exalted status of tyrant
point, they are so large, and their skin is so thick, and their teeth master.
are so long, that they are practically invulnerable. From then on, Attacks: As tyrannosaurs age, their attacks improve. A nor-
their growth continues unchecked. mal adult T-rex has only one attack: its bite. But the attack
These unbelievably enormous tyrannosaurs are the tyrant bonus, damage, and threat range of the bite improve dramati-
kings. This is the third category of T-rex age. As the oldest cally over time. Moreover, older T-rexes can swallow creatures
tyrannosaurs in each family group, the tyrant kings are the of progressively larger sizes, culminating in a colossal T-rex’s
acknowledged leaders of the T-rex dynasties (which will be dis- ability to swallow whole creatures of size Huge or smaller –
cussed in more detail later). So few tyrannosaurs survive to this which means they can swallow whole a normal T-rex!
age that tyrant kings are only rarely seen. Older T-rexes gain additional attacks. At the age of 76, a T-
As the tyrant kings age, they discover that even their bod- rex is able to head butt and tail slap. At the age of 126, a T-rex
ies are not immortal. Yes, the growth continues indefinitely, but learns to kick effectively. At the age of 251, the T-rex’s mere
a bone can rotate in its socket for only so long before it begins presence is enough to cause fear in opponents.
to wear away. Tyrant kings eventually falter from the simple Feats: At the same time a T-rex is learning these new
stress of progressive age degeneration. They grow until their attacks, it is also developing specialized attacks of its own. A T-
old bones can’t support their weight, then they collapse and die. rex gains a feat at each of its last four age increments. These are
Most die – but not all. Difficult as it may be to imagine, T- treated exactly as feats are for normal PCs. Tyrannosaur-specif-
rexes have powerful minds. Their unstoppable bodies fuel their ic feats are described on page 14. The head butt, tail slap, and
existence for so long that few pause to consider what minds ferocious kick attacks, as well as frightful presence, are
must lie behind those bodies. Yet they are intelligent – and, more described as feats.
importantly, strong-willed. Imagine an ancient tyrannosaur that Table 1-4 lists the attack bonus, threat range, and damage
has ruled the wilderness for hundreds of years. When its physi- of tyrannosaur attacks. Attack bonuses and damage for second-
cal might begins to decline, it discov- ary attacks are listed even for those T-rexes too small to nor-
ers – for the first time – the mally acquire those attacks, because some exceptional T-
strength of its mind. While its rexes develop these attacks early in life.
body was strong, it never Skills: Tyrannosaurs of normal
needed thought; but as its Intelligence for their age receive skill
body weakens, it learns what points equal to their HD. Adjust skill
its mind inherited from its points by 4 for each point of Intelli-
physical strength: an gence below or above normal. The
indomitable will. Those tyrant tyrannosaur’s class skills are
kings who live to discover their psionic Hide (Dex), Intimidate (Cha),
abilities are few in number, but they are Intuit Direction (Wis), Jump
dangerous indeed, for they can propel their (Str), Knowledge (nature)
aging bodies with sheer willpower alone. (Int), Listen (Wis), Move
These are the tyrant masters. No more than a Silently (Dex), Spot (Wis),
handful of tyrant masters exist at any one and Wilderness Lore (Wis).
time, and they are virtually never seen by A tyrant master continues
non-tyrannosaurs, but they are the true rulers gaining skill points after its
of the prehistoric world. HD stop progressing. It gains
Tables 1-1 through 1-3 describe the one additional skill point for each
physical profiles, abilities and saves, and effective level as indicated on table
attacks of tyrannosaurs at various age cate- 1-5 (see page 17). Tyrant masters may
gories. Notice how a T-rex grows in every also take the skills Autohypnosis (Wis),
regard until it reaches the age of 400 years Concentration (Con), Knowledge (psion-
– at which point its physical abilities ics) (Int), Psicraft (Int), and Stabilize
begin to decline. That is the age Self (Con).
where a T-rex’s body is so worn A tyrannosaur’s maximum
down that regardless of physical rank in a skill is equal to its HD
injuries (or lack thereof), it deterio- plus its effective level (if any) plus
rates. Then tyrant kings falter – three.
unless they develop psionic abilities

4
Table 1-1: Tyrannosaur Physical Profile by Age
Age Category Size Speed HD (hp) AC
0-5 Young M 30 ft. 3d10+3 (20) 13 (+1 natural, +2 Dex)
6-15 Young L 40 ft. 6d10+12 (45) 14 (+3 natural, +2 Dex, -1 size)
16-25 Young H 40 ft. 12d10+36 (102) 14 (+5 natural, +1 Dex, -2 size)
26-75 Adult H 40 ft. 18d10+72 (171) 14 (+5 natural, +1 Dex, -2 size)
76-125 Adult G 50 ft. 36d10+180 (378) 15 (+8 natural, +1 Dex, -4 size)
126-250 Adult G 50 ft. 45d10+270 (520) 19 (+12 natural, +1 Dex, -4 size)
251-400 Tyrant King C 60 ft. 54d10+378 (675) 20 (+18 natural, -8 size)
401+ Tyrant Master C 60 ft. 54d10+378 (675) 19 (+18 natural, -1 Dex, -8 size)

Table 1-2: Tyrannosaur Abilities & Saves by Age


Age Str Dex Con Int Wis Cha Fort Ref Will
Save Save Save
0-5 16 15 13 5 10 8 +4 +5 +1
6-15 20 14 15 6 11 9 +7 +7 +2
16-25 24 13 17 7 13 10 +11 +8 +5
26-75 28 12 19 8 15 10 +15 +12 +8
76-125 32 12 21 10 16 12 +25 +15 +15
126-250 36 12 23 12 17 14 +30 +18 +18
251-400 39 10 25 14 18 16 +36 +20 +22
401+ 37 8 24 16 19 18 +36 +19 +22

Table 1-3: Tyrannosaur Attacks by Age


Age Grab Swallow Face/Reach Additional Attacks Special
Whole
0-5 Normal Tiny 5 ft. by 5 ft./5 ft. - -
6-15 Normal Small 5 ft. by 5 ft./10 ft. - -
16-25 Normal Medium 10 ft. by 10 ft./15 ft. - -
26-75 Improved Medium 10 ft. by 10 ft./15 ft. - -
76-125 Improved Large 20 ft. by 30 ft./15 ft. Head butt, tail slap Feat
126-250 Improved Large 25 ft. by 40 ft./20 ft. Ferocious kick Feat
251-400 Improved Huge 30 ft. by 50 ft./20 ft. Frightful presence Feat
400+ Improved Huge 30 ft. by 50 ft./20 ft. Psionics Feat

Table 1-4: Tyrannosaur Damage by Age


Age Bite Secondary Attacks
Attack Bite Crit Attack Head Butt Tail Kick
Bonus Dam.* Bonus Dam.* Dam.* Dam.*
0-5 +5 2d4+4 20 +0 1d3+3 1d3+3 1d6+3
6-15 +8 3d6+7 20 +3 1d4+5 1d4+5 1d8+5
16-25 +14 4d8+10 20 +9 1d6+7 1d6+7 2d6+7
26-75 +20 5d8+13 20 +15 1d8+9 1d8+9 2d8+9
76-125 +36 6d10+16 19-20 +31 2d6+11 2d6+11 3d6+11
126-250 +47 16d6+19 19-20 +42 2d8+13 2d8+13 5d6+13
251-400 +53 20d8+21 18-20 +48 4d6+14 4d6+14 6d8+14
400+ +52 20d8+19 18-20 +47 4d6+13 4d6+13 6d8+13

* Damage includes bonus for normal T-rex Strength at that age. Note that a T-rex’s bite still uses 1 1/2 times its Str
modifier for damage even after the T-rex acquires other attacks. This reflects the incredible power and inherently psion-
ic nature of the T-rex’s jaws.

5
Social Structure
T-rexes remember their lineages and are ardent genealo- grounds has effectively enlarged its own territory as well. On
gists. Their family trees constitute grand dynasties that trace the other hand, siblings who share their parents’ hunting
their history back thousands of years. While velociraptors and grounds with each other may not share their own territories with
other predators scamper about fighting their petty battles for one another, and if their parents pass away, they will fight for
territory, the true epics of prehistory are written when T-rex control of the formerly shared areas.
dynasties clash. Their earth-shattering wars occur only once in Once a tyrannosaur sets out on its own, it must carve out its
a century, if even that, but they are awesome to witness. The own hunting territory. In spacious areas, this is easy enough:
ancient tyrant kings awaken from their slumber to lead their simply travel until you don’t see signs of other T-rexes, then set-
descendants across the jungles. Armies of T-rexes, organized by tle down. But in narrow valleys, crowded jungles, and overpop-
family group and regimented by age, march against their ene- ulated areas, the maturity of a young T-rex inevitably brings
mies. These wars decide dominance for centuries or millennia conflict as it challenges older T-rexes for their hunting grounds.
to come. When they end, the winning tyrant king returns to Yet this conflict occurs within the confines of the T-rex’s lawful
sleep, knowing its dynasty has secured valuable hunting alignment: In the same way that human sportsmen may com-
grounds for future generations. pete on the field but be friends off, two tyrannosauruses may
compete savagely for hunting grounds, but, once that’s decided,
Family Groups be friendly for the rest of their lives.

T-rex society is difficult for outsiders to understand. T- The Importance of Family


rexes are solitary creatures that are rarely seen with others of
their kind. At the same time, relations between interrelated T- Surprisingly for a society of loners, tyrannosaurus rex cul-
rexes are extremely close. It is almost as if T-rexes are a socie- ture is centered around family relationships, and T-rexes are
ty of hermits: they prefer to be alone, but when forced into con- extremely interested in genealogy. The extent of this interest is
tact with one another, they remember and acknowledge social evident in their language. Tyrannosaurus language includes
bonds. hundreds of words to denote very specific familial relation-
At the most basic level, tyrannosaurus society is organized ships, including terms for “paternal aunt,” “son of a father’s
into family groups. When a young tyrannosaur reaches sexual cousin,” and “grandmother’s sister’s mate’s brother.” With an
maturity, he or she begins the search for a mate. This search intelligence only marginally lower than a human’s – and a
usually begins sometime around the age of 25, but may go on lifestyle that gives them little else to think about – tyrannosaurs
for years or even decades before a suitable mate is found. T- are perfectly capable of remembering complex family trees that
rexes mate for life and thus are quite picky about their mates. stretch back thousands of years.
A tyrannosaur that loses its mate will never take another. It The tyrannosauruses in a given region form groups of inter-
will nurse a grudge against its mate’s slayer, and will go to related families. T-rexes always remember who’s related to
extreme lengths to exact revenge. Over the years, this has been whom. Tyrannosaurs within the same region know each other
the source of many a tyrannosaur war. and, if they’re related, are probably on good terms. This means
Mated tyrannosaurs live, hunt, and travel together. In nor- they will come to each others’ aid and perhaps even cooperate
mal circumstances, the largest group of tyrannosaurs ever during lean seasons. In normal circumstances, however, they
encountered is a family group of two adults and up to two will still guard their hunting grounds like any territorial crea-
young. ture.
T-rexes never bear more than one child at a time, but a child Ultimately, tyrannosaur loyalties depend on family ties.
may stay with its parents until well after it matures. Tempera- Close relatives are always extremely loyal, regardless of
ment, other children, and food availability determine the exact whether they get along personally. Of course, they may still
length of time a child remains with the family. Older children quarrel, but they will readily unite against common enemies.
may help their parents raise younger siblings. When a child More distant relatives are less inherently loyal.
finally leaves to establish its own family, it remembers its par- A typical encounter between two unfamiliar T-rexes begins
ents and treats them with respect for the rest of its life. Parent with a lengthy discussion of family history. They exchange
tyrannosaurs let their children (and grandchildren) share their genealogies until they have established their exact relationship.
hunting grounds, if necessary; this rule is reciprocated by the These conversations sometimes go on for hours. Inevitably,
children. A T-rex whose children carve out large hunting though, the two creatures will find some common link. Once the

6
has lived so long that it has access to the hunting grounds of as
many as ten subsequent generations (and sometimes more). The
sheer size of this territory is enormous.
Young tyrannosaurs who grow up learning their family
trees know that they are part of a dynasty. They know their ruler
is the tyrant king who is their great-great-...-great-grandfather.
They recognize their tyrant king on sight, and give him free rein
of their hunting grounds. (It’s good that they’re so hospitable –
it’s not like they could stop him!)
But the tyrant kings are so powerful that hunting no longer
appeals to them. Few prey creatures present any challenge
whatsoever to a tyrant king. Their descendants take turns bring-
ing portions of their kills in tribute. Even though some tyran-
nosaurs must travel great distances to offer their tribute, a tyrant
king has so many descendants that he remains well-fed. The
tyrant kings reside in luxurious caves or lairs, some hibernating
for long periods, others more active.
Dynasties are not named in the way that human nations are.
Nor do tyrannosaurs have surnames by which they could refer
to themselves. Rather, tyrannosaur dynasties are always called
by the name of their current tyrant king. The three largest
dynasties are these:
Rog Grar: Rog Grar is a relatively young tyrant king, hav-
ing lived only 270 years. The former patriarch of his dynasty
ordered his tyrannosaur legions to take over territory occupied
by nearby protoceratops, but was felled by a supremely power-
ful protoceratops psyker. In order to rule after the former patri-
link is known, they know something about their relationship: arch died, Rog Grar had to fight a mortal battle against a first
either they are from different clans, or distant relatives within cousin who was nearly the same age. He now bides his time,
the same clan, or close relatives of some kind. This then deter- waiting for the chance to make a second strike at the protocer-
mines their attitude toward each other. atops.
Sibdan: Sibdan is a tyrant master. His true age is lost to
time, but based on the number of generations between him and
The Dynasties his youngest kin, he must be at least 450 years old. Sibdan long
ago developed the psionic powers needed to fuel his aging
Individuals comprise families, families comprise clans, and body, but he’s now so old that the mental strain is excruciating.
clans comprise dynasties. A family’s hunting grounds cover a He has been hibernating in seclusion for many years. Some of
hundred square miles, a clan’s territory may span thousands of his older descendants, eager for power themselves, claim he is
miles, and dynasties rule continents. The tyrannosaur dynasties already dead; among these is Sylon, his great-great-grandson
are the most powerful organizations in the prehistoric world. and oldest living relative.
A dynasty is a collection of clans whose bloodline con- Kil Karn: Kil Karn and Sylon are siblings with a mutual
verges on a single tyrannosaur patriarch at some common point hatred; a mating spat some 350 years ago sent Kil Karn to dis-
in their past. All tyrannosaurs share a basic form of ancestor tant lands, where he eventually became the progenitor of his
worship – youth respect their elders, and family ties are always own dynasty. The most active of the tyrant kings, Kil Karn is a
honored – and this is the glue that holds the dynasties together. rarity among tyrannosaurs: an extrovert. He loves the company
When dynasties are so large they span many generations, uni- of his fellow T-rexes (despite the fact that most of them are tac-
fied adulation of a shared ancestor may be the only thing that iturn hermits). He is constantly traveling through his territory,
holds the dynasty together. learning about goings-on and matings. He is also the most intel-
It also helps that the ruling ancestor is a Colossal T-rex so ligent of the tyrant kings, often displaying stunningly precise
huge that it’s almost beyond comprehension. These dynastic knowledge of his realms. The other tyrant kings fear his tactical
rulers are the tyrant kings. Just as a T-rex has access to the hunt- abilities, but so far he has shown no desire to expand his realm.
ing grounds of its children and its grandchildren, a tyrant king

7
The Tyrant Kings
Tyrannosaur life proceeds at its own pace unless inter-
rupted by the orders of a tyrant king. Tyrant kings are more
patient and calculating than their younger descendants, but
no less aggressive. Their many years of experience, cou-
pled with extensive travel through hunting grounds that
expand with each new generation, give new scope to the
already expansionistic tendencies inherent in any carni-
vore. They don’t want to hunt; they want to rule.
Tyrant kings are warrior kings. Like all tyrannosaurs,
they want to expand their hunting grounds – although, in
their position as leaders, it is the hunting grounds of their
offspring that they are actually expanding, with their own
territory growing only indirectly as a result. Some tyrant
kings, nursing grudges of mates long ago killed, await the
chance to vanquish enemies from generations past. Others,
insulted by the fact that tyrannosaurs don’t rule the entire
prehistoric world uncontested (the highly intelligent
velociraptors and the psionic protoceratops being their two
main contenders – not to mention the recently arrived
humans), make it their own personal mission to eradicate
competitors. But most are simply arrogant, ambitious, and
greedy. Made patient by age, and without the worries of
mating, children, and hunting that consume the energy of
younger tyrannosaurs, the tyrant kings have ample time to
plan their campaigns.
When they are ready, tyrant kings mobilize armies of
their descendants. If you think one or two T-rexes are
frightening, imagine the sight of a hundred – or two hun-
dred – or even more – thundering across the open plains to
do battle. A competing dynasty weakened by drought,
aggressive herbivores, natural disasters, or simple bad luck may tested, successfully squelching the velociraptors, protoceratops,
find its misfortune amplified when a neighboring tyrant king and all other competitors. Amidst this success, a minor territo-
sends his offspring to attack. rial dispute between neighboring T-rex families from different
dynasties had festered for years. One day, an elder relative of
one family stepped in to help chase away the other family. But
The Dynastic Wars they fled and called in one of their own elders. A rapidly esca-
lating cold war ensued, and within days the respective tyrant
Despite the tyrant kings’ natural aggression, there have kings themselves were facing off in an egotistical battle over an
been no great battles between dynasties for some 3,000 years. unimportant piece of land.
Individual tyrant kings have squabbled, of course, and their Those two tyrant kings called their families to battle in the
families have fought both each other and other species; branch- disputed area. Hundreds of tyrannosaurs moved into one small
es of the family have even been mobilized and sent into battle. area – deserting the rest of their domains. Other dynasties on
But no tyrant king has mobilized his entire family tree for a full- their borders moved in to occupy the now-empty territory. After
fledged war. There is good reason. Tyrannosaurs vividly the two warring dynasties decimated each other, they suddenly
remember the last time that happened, during a period now faced the onslaught of their expansionistic neighbors. They
called the Dynastic Wars. were obliterated. The briefly-triumphant neighbors were them-
Beginning almost 3,000 years ago, the Dynastic Wars were selves soon fighting over the remains of the territory. The con-
a world war of sorts among tyrannosaurs. For millennia the flict spun out of control, embroiling every living dynasty into a
tyrannosaurs had ruled the prehistoric world virtually uncon- single massive conflict. In less than two years, the ruling T-rex

8
dynasties had destroyed each other. allosaurs, spinosaurs, and other large carnosaurs ate what T-
Only two tyrant kings were left alive at the end of the con- rexes no longer could. Even with this increased carnivore activ-
flict. The tyrannosaur population was thinned for generations to ity, it took decades before the herbivore and carnivore popula-
come. Battlefields where dozens or hundreds of T-rexes had tions reached a balance again.
fought were completely wasted – trees splintered, fields mud- The tyrannosaurs had to fight to regain their rightful posi-
died, herbivore populations decimated. The ecological impact tion. They eventually re-established their dominance, but not
was initially devastating, but soon took a turn that, from a tyran- before the velociraptors and protoceratops were too entrenched
nosaur’s perspective, was even worse. to overturn. The tyrannosaurs have never forgotten the Dynas-
Without the tyrannosaurs around to act as kings of the food tic Wars, where their mutual greed set back the entire species. It
chain, herbivore populations flourished. Following close behind is with this in mind that the modern-day tyrant kings temper
were the other carnivores. Velociraptor populations exploded their ambitions.
and the first velociraptor nations appeared. Ceratosaurs,

Cultural Habits
Lifestyle Ancestor Worship and
Despite their loyal nature, tyrannosauruses have a mean
Genealogy
streak. They are nasty, vengeful and cruel. Combat between T-
rexes can be gruesome. A T-rex in a bad mood may pick on The basic unit of most societies is the family. In more
smaller creatures, even when it’s not hungry. They are known advanced civilizations, the family structure gives way as the
for teasing prey, torturing their enemies and showing respect to society becomes larger: the city, state, and nation are unrelated
no creature but another T-rex. to family structure, as is the tribe and, in some cases, the clan.
Outside of combat, T-rexes are lazy and like to nap. They With tyrannosaurs, however, the family is the only unit of social
hunt when they need to, but exert no more energy than is nec- organization. There are no tyrannosaur cities; except in times of
essary. After a successful kill, they doze until they get hungry war, tyrannosaurs never congregate in any groups larger than a
again. They don’t dig caves or store food for winter. As far as family. Family relationships are the only things that tie tyran-
they’re concerned, there is always food to be found, and if they nosaurs together.
can’t find a living creature to eat, they can always steal pre- A natural consequence of these family relationships, and
served food from the raptors or other harder-working dinosaurs. the dynasties that grow from them, is a deep form of ancestor
They are the bullies of the prehistoric world. worship. T-rexes have a natural respect for those who came
Each T-rex family has a nesting area, usually in a remote before them. They do not have any particular rites or rituals for
place accessible only to the T-rexes. In most cases, the nest was this purpose (they’re much too lazy for that). Instead, they fre-
appropriated from some unfortunate prey animal many years quently invoke the assistance of a long-dead ancestor. Charac-
ago. It is in this nesting area that young are raised. T-rexes fre- ters who understand the tyrannosaur language may hear invo-
quently drag kills back to the nest to provide food for their cations – and occasionally even a short prayer – in the midst of
young. In this way, the nesting area for a family that has raised their roars prior to engaging in combat. Tyrannosaurs attribute
several young may be littered with skeletons. If the T-rexes ever vague, undefined powers of blessing or good luck to these
fed adventurers to their young, the adventurers’ remains (and prayers. They lack any organized religious beliefs, however, so
their treasure) will be found in the nesting area. the ancestors remain just that: merely ancestors, not gods.
T-rexes are exclusively carnivorous, but they aren’t picky Another strong expression of the ancestor worship is a
eaters. Although they do prefer live, freshly-caught meat, they fondness for genealogy. T-rexes love genealogy. They love to
are still opportunistic scavengers. If it’s dead (or even almost discuss all aspects of their ancestors, from their families and
dead), they’ll eat it, whatever it is. If their jaws can crack matings to their accomplishments and great battles. One of the
through it, their stomachs can probably digest it, and there’s not few things they put their minds to is remembering family histo-
much their jaws can’t crack through. Adventurers who kill ry; the typical tyrannosaur can remember his own direct ances-
something that a T-rex could eat may find themselves with lit- tors for at least 20 generations before him, and significant por-
tle time to look for treasure if a T-rex smells the carcass... tions of the family tree for many generations as well. When
unacquainted tyrannosaurs meet, their first interaction is usual-
ly to discuss family history. If they turn out to be related – or at

9
least to have respect for common ancestors at some point in view (the last thing their prey sees). A long, terrible tooth is the
their distant past – the encounter will probably go much better second choice for imagery.
than it otherwise would.
Realms and Lairs
Appearance
T-rexes are supremely confident in their ability to defend
T-rexes don’t mark their bodies in any way. They don’t use themselves, and rightly so. Because a full grown tyrannosaur
mud, dyes, or other natural byproducts to decorate themselves. has no natural predators, it has no fear and no need to protect
Nor do they practice tattooing or scarification (except for psion- itself. Tyrannosaurs without young often sleep out in the open,
ic tattoos as weapons, which are described in more detail later). without so much as a tree near them. Some sleep in the same
They have a wide range of natural colors. Their skin tone spot every night; others migrate. The last thing they expect is a
varies in color – while some are brown, olive, or gray to match creature stupid enough to attack them.
their environment, others are red, blue, and yellow. Some are Young T-rexes (which still have much to fear) are another
striped, others spotted, others solid. Some even have unusual issue. Parents with young, or newly-weaned adolescents not yet
patterns, blotches of colors, or natural camouflage. The deter- confident enough to sleep in the open, will seek out shelter.
mining factor appears to be genetic, but there is also a subcon- Caves, overhangs, and gullies are popular places to hide. Usu-
scious camouflaging at work; T-rex skin tone can change slow- ally these are “acquired” from the former occupants via forcible
ly over time, and this appears to be a reflection of the tyran- eviction.
nosaur’s whims. Any skin stripes, spots, or patterns remain the In times of war or great danger, even adult T-rexes will seek
same, but color schemes have been known to change slowly but shelter. This only happens when they have something to fear:
dramatically – from bright red to a forest green over the course rampaging velociraptors, an attack by another dynasty, or
of several years. This is almost certainly psionically influenced. human hunters, for example. Once the threat passes, they will
Tyrannosaurs normally make no effort to resemble each return to their normal sleeping habits.
other. Even those from the same family or dynasty may be com- Although T-rexes will eat large kills on the spot, they often
pletely different in appearance. drag smaller ones back to their lair. Characters passing near a
lair will discover piles of old bones, rotting corpses, and swarms
Creation Myths of vermin that feed off the tyrannosaurs’ leftovers. It isn’t hard
to tell that something lives nearby.
T-rexes have no particular use for treasure, so they don’t
The toothy jaw is the most powerful symbol in tyrannosaur hoard it. Characters lucky enough to defeat a T-rex that occu-
culture. Their jaw brings life to them and death to others. For pies a cave or other shelter will find the remains of previous
most of a T-rex’s life, its jaw is its only weapon. The jaw is what kills, including any treasure they may have left behind. But a T-
other creatures fear most about tyrannosaurs. And the jaw is the rex killed outside of a shelter will often be far from the remains
determining factor in the tyrannosaur’s lifespan: A T-rex can of its kills. Finding its treasure requires an extensive search of
sustain almost any other injury and recover, but a jaw injury the surrounding area, which will yield old corpses, piles of
must heal very quickly or the T-rex will starve to death. bones, and other remains from previous kills. Scattered around
Because they have no real religion per se, nor any fixed and within these kills is any treasure. You can make this treas-
rites and rituals, T-rexes lack an organized creation myth. ure easy or hard to find, depending on how you want to reward
Frankly, they don’t care; they’re creatures of action, not crea- your characters.
tures of thought, and the larger questions (“Where do we go
when we die?”) just don’t concern them.
Even so, some T-rexes are storytellers, and individuals War and Death
have been known to tell creation stories. These usually hearken
back to the ancestor worship inherent in the T-rex mentality. T-rexes have no special customs for either war or death.
The “first father” is always a near-invincible tyrant king who The combat of the hunt is a day-to-day event in a tyrannosaurus
spawned all other tyrannosaurs. life. To them, war is merely the hunting of other tyrannosaurs.
The symbolism of the jaw often ties into these creation Death, which comes to other creatures so frequently at the
myths. The first father’s jaw is usually of godly proportions – hands of a tyrannosaur, is part of life. When it happens, it hap-
he can swallow mountains whole, and that sort of thing. When pens, and you move on.
T-rexes do resort to imagery for whatever reason, they almost
always choose a symbol of a jaw, either in profile or a frontal

10
Combat Strategies
No animal in its right mind picks a fight with a T-rex. Even plan to attack a T-rex in this manner, of course; it’s only some-
the velociraptors, spinosaurs, and other powerful carnivores thing to keep in mind if you do have to fight one. After all, a
avoid T-rexes unless absolutely necessary. A T-rex can usually great many members of that swarm will die during the attack.
get away with occasional poaching from competitors’ hunting And T-rexes have their own ways to deal with swarms. Those
grounds as long as it doesn’t limit their food supply. that are wary of a possible swarm attack will stay near cliffs or
other terrain features that prevent them from being completely
Dealing With Swarms surrounded. Or they will take the battle to the swarm: T-rexes
have been known to attack velociraptors from the mouth of the
raptors’ cave. They use their reach to attack raptors inside the
Yet a tyrannosaur does have one weakness. Its bite is fero- cave, while blocking the entrance to box in the raptors and pre-
cious – but, for a normal adult T-rex, its bite is its only attack. vent themselves from being surrounded.
Only as they age do tyrannosaurs learn to use their tail as a A T-rex can use its Improved Grab and Swallow Whole
weapon. For most of their life, tyrannosaurs are vulnerable to abilities to deal with creatures smaller than itself. If a target
swarms of smaller creatures. Twelve Medium-size creatures can actually survives one of its bites, the t-rex will immediately
surround a normal adult T-rex in a single round. The T-rex can grab them and try to swallow them whole on its next action. A
only kill one at a time. With sufficient backup and some time, swallowed creature is subjected to automatic damage from the
the swarm can wear down the T-rex. This is the way that veloci- tyrannosaur’s gizzard, effectively enabling the T-rex to attack
raptor tribes attack a T-rex. multiple creatures every round thereafter (one target with its
Not that you bite, plus the swallowed target that continues to
should take damage). Moreover, the gizzard actually
has a higher AC than the T-rex’s hide (AC 20
vs. 14), so the T-rex is safer with the creature
in its belly than fighting face-to-face.
Older T-rexes develop special techniques to deal with
swarms. A medium-aged adult (age 76-125) learns to use its
tail to make slap attacks. It also learns a combat feat, which is
often Cyclone Tail Slap, as a way to deal with swarm attacks.
Some choose Scoop instead; at the age of 76, they reach Gar-
gantuan size and have a 20 ft. forward face, which lets them
scoop up four Medium-size creatures into one bite. These
feats are described in more detail on page 14.

Hunting Techniques
A T-rex spends much of its life hunting prey. But it’s
not a very sophisticated hunter. As a solitary creature, it
has little opportunity to develop cooperative hunting
tactics. It has a cruel disposition and an innate love
of bloodshed, which drives it into close combat even
when there are safer or more patient alternatives.
Thanks to this mean personality, even small family
groups of two or three adults never quite become
cooperative hunters; their raw bloodlust overcomes
any urge to coordinate their tactics.
Subsequently, the T-rex is anything but a sub-
tle hunter. Its basic technique is bloody and straight-
forward. After scouting a target from a distance, it
approaches under cover until spotted, then initiates

11
entire life, although the rate of growth slows as they reach
adulthood. Their bodies weaken from accumulated injuries and
general old age, but they continue to grow in size. Eventually,
the wear and tear of old age makes even their massive frames
vulnerable, and they die in battle.
But a select few don’t die in battle. They discover that even
as their body deteriorates, they can will it to battle as it always
has. Their willpower is so powerful that it can bend physical
matter. Late in life, they develop psionic powers. These are the
tyrant masters. Their combat strategies begin to focus on psion-
ics, not mere melee.
In truth, the tyrant masters don’t “develop” psionic powers.
They had them all along. All T-rexes have innate psionic pow-
ers. The strength of their bite is mostly physical, but enhanced
by their latent psionics. The simple-minded tyrannosaurs don’t
comprehend this, and their physical strength obviates the need
to look for other ways to fight. As a result, most T-rexes never
realize their psionic potential. They’re not exactly introspective
creatures to begin with. Their psionics naturally complement
their physical abilities, and they accept them as a part of their
fighting technique.
The geriatric tyrant masters are the only tyrannosaurs that
a thundering charge that ends with a bone-crunching bite. develop their psionic ability. Their minds can compel their bod-
Since most of its prey consists of herbivorous dinosaurs, ies to operate at full potential. They’re still not introspective
frequently those smaller than itself, a T-rex isn’t exposed to creatures (even a geriatric T-rex with a lot of time on its hands
great danger in its daily hunts. It keeps away from triceratops, isn’t very zen), but they develop their powers to the point where
ankylosaurs, and other potentially dangerous herbivores, pre- they can fight as well as they always have.
ferring to focus on hadrosaurs and similar defenseless creatures. Even with their psionic abilities, tyrant masters aren’t very
imaginative. They don’t discover many interesting new psion-
Combat between Tyrannosaurs ics, nor do they pursue their mental powers into unfamiliar
ground. Their only goal is to regain their vitality. As a result,
their psionic powers are always straightforward and simple,
The only time tyrannosaurs hunt carefully is when they typically focused on restoring their physical abilities or making
hunt each other. Combat between tyrannosaurs is a short, terri- attacks. They see psionics as merely a crutch to restore their
ble affair. As it ages, a T-rex’s jaws grow stronger at a faster rate physical abilities. Luckily for the rest of the prehistoric world,
than its hide. In game terms, its attack bonus grows faster than no tyrant master has ever made any effort whatsoever to maxi-
its AC. In a combat between two normal adult T-rexes, they mize its true potential.
each have AC 14 – and a +20 attack bonus. Every round, they Human scholars are unsure as to the origins of tyrannosaur
both will wound each other. Effectively, the survivor is deter- psionics. Characters who inquire are bound to receive different
mined by whoever has the best damage rolls. explanations. The commonly accepted belief is that T-rexes
Tyrannosaurs know that they are bound to get injured if have latent psionic abilities for their entire life; they just don’t
they fight each other. If they must fight one another, they are realize it until they’re old and feeble. But another school claims
very careful to strike at the right moment. As much as possible, that it is the tyrannosaur’s sheer willpower that produces its
they wait for their opponent to be distracted or already wounded. psionic abilities. They believe that its absolute physical domi-
nance produces a self-assurance and egotism that is so forceful
The Tyrant Masters it eventually manifests as psionics. In the same way that a
human marathon runner can will himself to run until his body
The actual life span of a T-rex is unknown. They never die literally collapses underneath him, a T-rex can do the same – but
from natural causes; death always comes from the injuries that its force of will is so much stronger that it can prevent its body
occur inevitably in a carnivore’s lifestyle. But some are lucky or from collapsing beneath it.
skilled enough to escape death by injury. These T-rexes demon- The psionic abilities of tyrant masters are described in
strate the remarkable fact that T-rexes continue to grow their detail starting on page 17.

12
T-Rex NPCs
We considered calling this section “T-Rex Characters,” but, Conversations with tyrannosaurs are short and to the point.
frankly, no one should be playing tyrannosaurs. Their advance- T-rexes don’t care for conversing with non-tyrannosaurs unless
ment is too slow, their potential too great, and their options too they are truly exceptional specimens of their race. Otherwise,
limited. Because they lack arms able to manipulate objects, they why should the king of the prehistoric realms waste its time
are unlike any other character race. Their culture offers no path talking to some scrawny humanoid?
of advancement other than the bloody-jawed hunter. They’re The one exception is genealogy. Tyrannosaurs are inexpli-
simply too different to become player characters. That... and cably fascinated by family histories. A character may actually
they’re way too powerful! stimulate a tyrannosaur’s interest if he describes the character’s
On the other hand, they can make really interesting NPCs. family tree, its relationship to other families, and the personali-
Their anatomy allows for a variety of interesting new attacks ties of his forebears. The T-rex will quickly turn the subject to
which can be expressed as feats, and their age progression takes tyrannosaur genealogy, especially his own, for that is the only
the place of a class progression. The tables given on page 5 dis- subject that truly interests it. A character who is somehow
cuss this age progression. This chapter will expand on tyran- knowledgeable about the local tyrannosaurus history (generally
nosaurs as NPCs, particularly personalities, feats, and the psion- druids, rangers, or wild ones) may be able to strike up a real
ics of the tyrant masters. conversation with a T-rex. Use a Knowledge (nature) or Knowl-
edge (local) check to determine how much the character knows
Personality (DC 16 if native to the area, 20 if foreign, +2 if raised in a pre-
historic environment, +2 if 4 or more ranks in both Knowledge
(nature) and Knowledge (local), +2 if 4 or more ranks in
Imagine the most aggressive bully you’ve ever known. Knowledge (history) as well). The character can keep the tyran-
Remove any trace of subtlety or social sophistication he may nosaur talking for 5 minutes for every point by which he pass-
have possessed. And now pretend he wants to eat you. That’s es the check. If he passes the check by 10 or more, apply a +2
what a T-rex is like. bonus to any checks for changing the tyrannosaurs’ attitude
Tyrannosaurs are brash, straightforward, and brutally hon- (including Animal Empathy checks).
est. They are not subtle or suave. They make no pretenses, nor When roleplaying a T-rex, be loud and blunt. T-rexes
do they tolerate them in others. They are utterly unskilled at always have a short and simple solution to any problem; they’re
diplomacy, and not particularly good at bluffing, haggling, or not interested in long-winded conversations. Characters who try
any other exercise that requires social nuances. They are sincere to haggle or negotiate with a T-rex may get a simple answer:
and forthright, but their manners are so coarse that their sincer- “My way or the highway.” Spare no patience for the trivial con-
ity is insulting. cerns of weaker creatures, especially if they waste the tyran-
They’re self-absorbed. Just as a big, strong man won’t nosaur’s time. If a PC isn’t useful, simply walk away – or, if
avoid others but expects them to get out of his way, a T-rex isn’t you’re in a bad mood, eat him.
careful about where it steps or what its tail is doing. Its entire
life, other creatures have reacted to it, not the other way around.
Few T-rexes are sensitive in any way to the presence – much Age Progression
less the feelings – of other creatures, except for those creatures
that might somehow pose a threat. As a tyrannosaur ages, its physical abilities improve. It
T-rexes are intelligent, skilled hunters that can devise becomes stronger and tougher. It learns new attacks, gains body
sophisticated strategies. Fundamentally, however, their combat mass, and improves on its existing combat abilities. All of this
strategies are always hunting strategies. T-rex military campaigns is shown on tables 1-1 through 1-4.
don’t take into account any sort of logistics or troop movement, When running a campaign involving tyrannosaurs (or even
nor the political ramifications of warfare. They simply pick a tar- just a single adventure), you can use the age progression guide-
get (which may be a rather large target, like a caravan or city) and lines to custom-design a T-rex to match your players’ abilities.
hunt it down. The tyrant masters are slightly more advanced, but You can also use it as a basis for building adventures.
not much more so. They are routinely outmaneuvered by the bril- For example, lower level characters may encounter a
liant velociraptor tacticians, as well as those of other species. young tyrannosaur on its own in the jungle. They kill it, only to
Unfortunately, maneuvers have limited use in controlling a 7-ton discover several months (and several character levels) later that
carnivore, and the brute strength of tyrannosaurs is enough to its parents have resolved to track them down. That battle
elevate their simple tactics to winning strategies. enrages the distant tyrant king, and now you have a showdown

13
situation that you can resolve when the characters are ready. Hook’n’Toss
Another possibility is to use the age progression rules for a Improved Critical (usually with bite)
single tyrannosaur. Characters may first battle him when he’s Improved Initiative
young – but he escapes. Years later (if your campaign lasts that Power Attack
long) he reappears, and now he’s an adult looking for revenge. Run
Remember that the age progression tables are only guide- Scoop
lines. Not all tyrannosaurs fit the profile. Some will be stronger Tail Slap
and others will be weaker. If you’re creating a named personal- Track
ity, we suggest you allow for variance in stats just as you would Thunderquake
for NPCs of other races. Typical variance ranges for a tyran-
nosaur (at any age) are as follows: CONSCIENTIOUS MOUNT (General)
Strength: Add 1d8-4. You are aware of your potential as a mount, and strive to make
Dexterity: Add 1d4-2. riders feel at home.
Constitution: Add 1d6-3. Prerequisites: Mounts only, Wis 15+.
Intelligence: Add 1d4-2. Benefits: This feat is for domesticated tyrannosaurs or
Wisdom: Add 1d4-2. those who share a close kinship with a humanoid rider or part-
Charisma: Add 1d6-3. ner. This is extremely rare, but it’s not unknown. You strive to
make it easier for riders and trainers to handle you. The DC for
Feats training or handling you (as with the Handle Animal skill) is 4
points lower than it would normally be, to a minimum of 1. The
DC for riding you (as with the Ride skill) is 2 points lower than
As tyrannosaurs age, they learn new fighting techniques. it would normally be.
These are treated as feats. Some are unique to T-rexes, while Normal: The normal DC for training a T-rex is 20 plus its
others are common to many creatures. hit dice.

Non-Psionic Feats CYCLONE TAIL SLAP (General)


You can crouch and spin, pivoting a full 360 degrees and slap-
This section describes non-psionic feats acquired by tyran- ping everything around you with your tail.
nosaurs. The feat descriptions include several attacks that all T- Prerequisites: Tyrannosaurs only, Tail Slap.
rexes develop naturally as they age: head butt, tail slap, fero- Benefits: When you perform the full attack option, you
cious kick, and frightful presence. These are described here may give up your other attacks and make a cyclone tail slap. All
because some T-rexes choose to learn them earlier, as a feat. Of creatures within your reach (in any direction) are automatically
course, this wastes a feat slot if the T-rex survives to the age hit by your tail. This includes any allies. The attack causes tail
where it would have learned that attack anyway. But not all T- slap damage as indicated on table 1-4. Victims may make a
rexes live that long. Reflex save (DC 20) to take half damage.
Here is a list of common tyrannosaur feats. Those listed in Creatures two or more sizes smaller than you (Medium-
bold are new feats described in this section. size or smaller for a normal adult T-rex) may be pushed back.
They must succeed in an opposed Strength check against you or
Alertness be forced to the edge of your reach. Creatures one size smaller
Cleave than you may also be pushed back, but they receive a +4 bonus
Combat Reflexes to their Strength check.
Conscientious Mount
Cyclone Tail Slap FEROCIOUS KICK (General)
Endurance Your powerful kicks can cause terrible damage.
Ferocious Kick Prerequisites: Tyrannosaurs only.
Frightful Presence Benefits: Most tyrannosaurs lack the coordination to use
Gator Guts their kicks effectively, but not you. You can lash out with a pow-
Great Cleave erful kick at any time. You gain an extra kick attack, which
Great Fortitude causes damage as indicated on table 1-4.
Gulp’n’Swallow In order to make a kick attack, you must use your tail for
Head Butt balance. You cannot make a kick attack in the same round you
Hinged Jaws make a tail slap.

14
FRIGHTFUL PRESENCE (General) gulped and swallowed. (You don’t need to penetrate the armor
As if you weren’t terrifying enough, you’ve practiced being to swallow the creature.)
scary. The constriction of being swallowed immediately causes
Prerequisites: Adult tyrannosaurus only (although the GM 1d8 points of damage. Once inside your stomach, the victim
may allow this for other races as well). suffers the normal consequences: 2d8+8 points of crushing
Benefits: You make a point of smearing your face with the damage per round, plus 8 points of acid damage. A swallowed
blood of your prey. You leave femurs protruding from between creature can cut itself out by using Small or Tiny slashing
your teeth. You’ve perfected a blood-curdling roar. And your weapons to deal 25 points of damage to your innards (AC 20).
halitosis is unstoppable. A Huge T-rex’s gizzard can hold two Medium-size crea-
This feat works exactly like the Frightful Presence special tures, four Small, and so on. Double these figures for larger T-
ability in the MM. rexes.

GATOR GUTS (General) HEAD BUTT (General)


Your stomach can digest anything. You can slam prey with your skull prior to biting it.
Prerequisites: Tyrannosaurs only. Prerequisites: Adult tyrannosaurs only.
Benefits: When you swallow an opponent, they take Benefits: As tyrannosaurs grow older and heavier, they
greater than normal damage. The swallowed creature takes learn to use their skulls as weapons. You can make a head butt
3d8+8 points of crushing damage per round plus 16 points of attack. The head butt attack is in addition to your other attacks;
acid damage from your gizzard. A swallowed creature can cut however, it must be made in accordance with some restrictions.
its way out by using claws or a Small or Tiny slashing weapon If you are going to bite, you can only bite after the head butt.
to deal 35 points of damage to the gizzard (AC 24). Once the Furthermore, the bite must be against the same target as the
creature exits, muscular action closes the hole; head butt, or another target within 5 feet.
another swallowed opponent must cut its A tyrannosaur head butt causes damage as indicated on
own way out. table 1-4.
Normal: A normal T-rex’s
stomach is described in detail on HINGED JAWS (General)
page 2. Your jaws can unhinge so that
you can take enormous
GULP’N’SWALLOW (General) bites.
You’re a busy T-rex on the go. Why P re re q u i s i t e s :
waste time chewing when you can swal- Tyrannosaurs only.
low opponents whole? Benefits: You can
Prerequisites: Tyrannosaurs use your Swallow
only. Whole ability on
Benefits: You have per- creatures of one size
fected the technique of biting larger than normal. A
and swallowing prey in a single Huge T-rex could
clean motion. You don’t even swallow whole a Large
try to penetrate the victim’s armor; creature instead of a
you just scoop them into your gul- Medium creature, for
let where digestive juices will do example. Your gizzard still
your work for you. You can make holds the same number of crea-
a gulp’n’swallow attack against tures. You cannot take this feat
any creature two or more sizes more than once.
smaller than you (Medium-size or
smaller for a normal adult T-rex). HOOK’N’TOSS (General)
You must declare your attack You can use your teeth to
before making it. Resolve the hook an enemy and toss
gulp’n’swallow as a touch bite them aside.
attack (i.e., disregard AC Prerequisites: Tyran-
bonuses for armor). If your nosaurs only.
attack succeeds, the target is Benefits: Rather than

15
bite an enemy, you can use one of your six-inch-long teeth to attack roll and apply the result to all victims’ AC individually.
hook them and toss them aside. This is useful for getting pesky Roll once for bite damage and divide it evenly between all dam-
opponents out of your way. aged victims. (It’s like when you bite down on a mouthful of
You can only toss creatures smaller than you (Large or peanut M&M’s – it takes more bites to chew them all up
smaller for a normal adult T-rex). You don’t need to penetrate because they move around and cushion each other.) You may
the armor; you just have to hook your tooth on something. not grab or swallow creatures bitten in this way.
Resolve the hook’n’toss as a modified touch bite attack (i.e., the Creatures too large to be swallowed are unaffected by the
target gets no AC bonus for physical armor, but does receive a scoop.
bonus for energy armor – the slick energy fields can keep you
from getting a hold). If the attack succeeds, you have hooked TAIL SLAP (General)
the enemy and can toss them in the same action. You can slap enemies with your tail.
Creatures one size smaller than you can be tossed up to 20 Prerequisites: Tyrannosaurs only.
feet; two sizes smaller, up to 40 feet; three sizes smaller, up to Benefits: Tyrannosaurs normally use their tail for balance.
80 feet; and so on. The distance can be any combination of ver- Their sense of balance improves as they grow older, so older
tical height and horizontal distance. For example, you could tyrannosaurs learn to use their tails as weapons. You can use
toss a human (size Medium) 40 feet straight into the air or 20 your tail to slap one opponent each round. A tyrannosaur tail
feet into the air towards a point 20 horizontal feet away, or you slap causes damage as indicated on table 1-4.
could fling them 40 feet away at a nearly horizontal trajectory. In order to make a tail attack, you must support yourself
Tossed creatures may suffer falling damage, per the normal fully with your legs. You cannot make a tail attack in the same
rules: 1d6 damage per 10 feet fallen. round you make a kick attack.
If your attack roll was sufficient to penetrate the target’s
armor (even though it was a touch attack), the “hook tooth” rips THUNDERQUAKE (General)
into the target’s flesh as you make the toss. This causes damage You can smash the ground with such force that you cause seis-
of 2d8 plus your Strength modifier. mic damage.
This feat can also be used to hook creatures without toss- Prerequisites: Tyrannosaurs only; size Gargantuan or larger.
ing them. The hooked creatures are carried around until freed. Benefits: When you perform the full attack option, you
They can free themselves with an Escape Artist check (DC 20). may give up your other attacks and make a thunderquake attack.
You lift your body upward, then slam your feet into the ground
SCOOP (General) with as much force as possible, bringing the full weight of your
You can open your mouth and run forward, scooping opponents body to bear on one point. Your tail smacks the ground at the
into your bite. same time. The focused force of your multi-ton body smashing
Prerequisites: Tyrannosaurs only. into the ground causes a small seismic attack centered around
Benefits: You’ve developed the ability to open your mouth, yourself.
tilt your head sideways, and run forward, scooping smaller A thunderquake has two ranges: the impact zone and the
creatures into your jaws like a bulldozer. As a full-round action aftershock. The impact zone is the area within your normal
(which does not allow the normal extra 5-foot step), you can reach, extending to all sides. For example, a 200-year-old T-rex
move half your normal speed while scooping creatures into has a 20 ft. reach, so the impact zone would affect all creatures
your mouth. (It is acceptable to charge while scooping.) within 20 ft. All creatures within the impact zone (including
Any creature that comes within your reach during your allies) take a physical blow as the force conducted through the
movement, and is small enough for you to swallow (two or ground rebounds into their bodies. This attack does damage
more sizes smaller than you), is scooped into your jaws unless equal to half of a tail slap (see table 1-4). There is no save. In
they make a Reflex save (DC 20). If they make the save, they addition, affected creatures must make a Fort save (DC 14) or
dodge the scoop and are unaffected. If they choose to make an be stunned for 1d4 rounds, and must make a Reflex save (DC
attack of opportunity, they must forego the save and are auto- 17) or be knocked prone.
matically scooped. The aftershock zone extends another segment of your
If you are size Huge, your jaws can hold two Medium-sized reach; in the above example, it would extend another 20 ft. past
creatures in this manner, four Small creatures, and so on. If you the impact zone. Creatures in the aftershock zone suffer no
are size Gargantuan, your jaws can hold four Medium-sized damage, but must make a Reflex save (DC 14) or be knocked
creatures, and so on. prone.
At the end of your movement, you may make a single Thunderquake attacks do not affect flying or incorporeal
crushing bite attack against all creatures in your jaws. Make one creatures.

16
Table 1-5: Tyrant Master Psionics
Age Power Maintenance Effective Powers Discovered
Pts/Day Cost Level 0 1 2 3 4 5 6
400-405 2 1 1 2 - - - - - -
406-410 3 1 2 3 - - - - - -
411-415 4 2 3 3 1 - - - - -
416-420 6 2 4 3 2 - - - - -
421-425 9 3 5 3 3 1 - - - -
426-430 13 3 6 3 3 2 - - - -
440-450 18 4 7 3 3 2 1 - - -
451-460 24 5 8 3 3 3 1 - - -
461-470 30 6 9 3 3 3 2 - - -
471-480 38 7 10 3 3 3 2 1 - -
481-490 46 8 11 3 3 3 3 1 - -
491-500 55 9 12 3 3 3 3 2 - -
500-520 65 11 13 3 3 3 3 2 1 -
521-540 76 13 14 3 3 3 3 3 1 -
541-560 87 15 15 3 3 3 3 3 2 -
561-580 100 17 16 3 3 3 3 3 2 1
581-600 113 19 17 3 3 3 3 3 3 1
601-620 127 21 18 3 3 3 3 3 3 2
621-640 141 23 19 3 4 3 3 3 3 2
641-660 156 25 20 3 4 3 3 3 3 3

Psionic Feats Psionic Charge


Psionic Fist
Tyrant masters manifest psionic feats as they grow older. Psionic Focus
Here is a list of common tyrannosaurus psionic feats. As you Psionic Metabolism
can see, almost all focus on combat or physical ability, or else Quicken Power
improving on existing powers; few tyrannosaurs see any use for Rapid Metabolism
other psionic abilities. Feats listed in bold are described in this Return Shot
section. Scribe Tattoo
Note: The rest of this section assumes you own the Psion- Speed of Thought
ics Handbook. If you don’t, treat tyrant masters as sorcerers Stand Still
with a caster level equivalent to the “effective level” shown on Unavoidable Strike
table 1-5. But they’re really meant to be psykers, not spellcast-
ers! AURA SENSE (Psionic)
Your senses are finely attuned to the auras produced by living
Aura Sense creatures.
Enlarge Power Prerequisites: Reserve power points 1+., Wisdom 13+
Extend Power Benefit: You are able to hear and see auras just as well as
Greater Psionic Focus normal physical properties. Because these auras are energy
Heighten Power fields, you can detect them in situations where you normally
Inertial Armor wouldn’t detect a creature. For example, a velociraptor hidden
Inner Strength completely by bushes is still detectable by the faint bluish glow
Longjaw of its aura that shines through the leaves. You receive a +2
Maximize Power bonus to Spot and Listen checks against living creatures. This
Mental Adversary bonus does not apply to undead, constructs, or any other non-
Mental Leap living creatures. The bonus does apply to creatures with shield-
Mental Skinweave ed thoughts – they still have an aura.
Persistent Power

17
Psionics
Any tyrannosaur that reaches the age of 400 years mani-
fests psionic abilities. Its physical strength declines, but its
willpower makes up for it.
Tyrant masters gain power points as they age. Unlike nor-
mal class or age progression, they cease gaining hit dice after
they become tyrant kings. No tyrannosaur ever has more than
54 hit dice. Moreover, at the age of 400 their physical abilities
actually start to decline (as shown on table 1-2). Only with
psionics can their powers increase.
A tyrant master’s power points per day and powers discov-
ered are shown on table 1-5. These work exactly as with all
psionics, although the tyrant master may discover tyrannosaur-
specific powers that normal psionicists don’t manifest. These
are discussed later.
Table 1-5 also shows how much psychic energy the tyrant
master must expend to keep its body running. This is the “main-
tenance cost” column. Maintenance cost is measured in power
points. These power points must be spent once every 24 hours.
If 24 hours pass without the tyrannosaur expending its mainte-
nance cost in power points, its ability scores start to decline.
Each physical attribute (Strength, Dexterity, and Constitution)
falls by 1 point every 3 hours thereafter. As soon as the tyrant
master expends the maintenance cost, they are restored to their
normal status at the same rate they were lost. But if he doesn’t
expend the maintenance cost in time, he will die when his Con-
stitution reaches 0.
Disciplines: All tyrant masters are egoists. They primarily
LONGJAW (Psionic) practice psychometabolism, although they understand select
Your natural attacks have an extended reach. powers from other disciplines as well. Their understanding of
Benefit: Your unarmed strikes have an extended reach. For psionics is limited to recapturing the vigor of their youth or
2 power points, you may extend the reach of one attack by 5 enhancing their combat abilities; they have no use for other
feet. For 4 power points, you may extend it another 5 feet. For abilities.
8 points, you may extend it another 5 feet, and so on. No attack 0-Level Powers: A tyrant master can manifest 0-level pow-
may have a reach longer than your face (e.g., a 30 ft. by 50 ft. ers for free a number of times per day equal to its effective level
tyrant master cannot have a reach of more than 30 ft.). + 2.
Psionic Combat Modes: Legends tell of creatures knocked
MENTAL SKINWEAVE (Psionic) flat by the mere sight of a tyrant king. In reality, these were prob-
Your mind generates a force field that strengthens your natural ably the victims of mind blast. Mind blast is the only attack
protection. mode that tyrant masters possess. They rarely battle other psion-
Prerequisite: Reserve power points 2+. ic creatures, after all, so they focus their efforts on damaging
Benefit: Your skin hardens until it is especially difficult to non-psionic creatures. For the same reason, tyrant masters have
penetrate. You gain a hardness of 5, exactly like wood. As with no defense modes. In the rare cases of tyrannosaurs who have
all objects that have hardness, you deduct your hardness from battled other psychic creatures (particularly protoceratops), the
any damage you sustain. This is in addition to your normal tyrant master may know other psionic combat modes.
armor class. Psionic Feats: All tyrannosaurs gain a normal feat when
they reach age 400. In addition, they gain one psionic feat. At
the age of 411, when their effective level is 3, they gain anoth-
er psionic feat. They gain one more at the age of 426 (at effec-
tive level 6), and they continue to gain a new psionic feat at
every third effective level thereafter (levels 9, 12, 15, etc.).

18
Psionic Powers Mindlink
Remote Viewing
T-rexes aren’t very creative. This is reflected in their psion- Whitefire
ic abilities, which invariably focus on combat. The most
advanced tyrant masters use telepathy and clairsentience to lead 4th-Level Tyrant Master Powers
armies of their descendants, but aside from that few tyrant mas- Dissolving Touch
ters do much more than camouflage themselves prior to an Inertial Barrier
enhanced attack of some sort. Their most advanced attacks are Mass Concussion
mimicry of natural processes. Nonetheless, they have managed Natural Armor
to invent a variety of psionic powers specific to their own anato- Psychofeedback
my and the prehistoric world. Telekinesis
Here is a list of common tyrannosaur psionic powers.
Except in special circumstances, you’re unlikely to encounter a 5th-Level Tyrant Master Powers
tyrant master with powers not on this list. The exceptions are Brilliant Blast
always those who have been forced to defend against humans, Ectoplasmic Armor
protoceratops, or other powerful psykers. Powers listed in bold Incarnate
are new ones described in this section.
6th-Level Tyrant Master Powers
0-Level Tyrant Master Powers (Talents) Improved Vigor
Far Punch Mass Suggestion
Finger of Fire Shield of Prudence
Lesser Natural Armor Suspend Life
Talons
Verve Notes on Existing Powers
1st-Level Tyrant Master Powers Dissolving Touch
Biofeedback Any creature grappled by the tyrannosaurus (including
Compression being grabbed in its jaws) suffers 10d6 points of acid damage.
Control Object Swallowed creatures count as being entirely enclosed, suffering
Empathic Transfer 12d6 points of damage. The normal damage from a tyran-
Lesser Body Adjustment nosaur’s stomach acids does not stack with this, but stomach
Lesser Mindlink constriction does.
Rustling Brush
Sidewinder Suspend Life
Spikeback This power is as described in the Psionics Handbook.
Vigor When used by tyrant masters, it slows their need for psychic
maintenance of their physical form. They need expend their
2nd-Level Tyrant Master Powers maintenance cost only once per “day” while under the power
Body Adjustment (each year in real time).
Body Equilibrium
Burning Ray
Chameleon
Clairaudience/Clairvoyance
New Powers
Combat Prescience
Detect Thoughts Tyrannosaurs live in a natural world. They don’t manufac-
Kinetic Fracture ture tools, and they lack the creativity to create mental gim-
Suggestion micks the way human inventors build physical contrivances.
Unravel Bonds The powers they develop on their own tend to focus on imitat-
ing natural phenomena.
3rd-Level Tyrant Master Powers
Cone of Sound
Displacement

19
Sidewinder Spikeback
Psychokinesis (Con) Psychometabolism (Str)
Level: Tyrant Master 1 Level: Tyrant Master 1
Display: Me Display: Vi
Manifestation Time: 1 action Manifestation Time: 1 action
Range: Personal Range: Personal
Target: You Target: You
Duration: 1 minute Duration: 1 minute
Power Points: 2 Power Points: 1

When you attack, the force of your blow is channeled away Your spine sprouts a long row of hexagonal spikes like those of
from you into a semi-circular arc that terminates on your oppo- a stegosaurus. These grant a +2 armor bonus to AC. Moreover,
nent’s flank. In other words, if you make a head-on attack, your any creature that attempts to ride you or climb on your back
blow actually hits your enemy’s side. must make a Reflex save each round (DC 20) or suffer 1d4
The front of the target must still be within your normal points of damage. Tyrannosaurs use this ability when fighting
reach. But all attacks are made as if against the target’s flank. velociraptors, which often climb on their backs and attack from
Attacks made in this way count toward a flanking bonus if an there.
ally attacks the target’s other flank.
This power affects all attacks you make for the duration of Kinetic Fracture
the power. Psychokinesis (Con)
Level: Tyrant Master 2
Display: Au
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any creature with a natural attack
Duration: 1 minute
Saving Throw: Will negates
Power Resistance: No
Power Points: 3

You fracture the kinetic energy behind an opponent’s natural


attack. The force from their attacks now manifests as a series of
soft taps rather than a single, focused impact. If targeted on an
ankylosaurus, for example, the ankylosaurus’ tail club would
feel like a series of soft lashes rather than a single, massive
blow.
This attack affects all natural attacks of one creature.
Unwilling targets may make a Will save to resist. The target’s
natural attack is divided into 1d4+1 parts. Divide its normal
attack bonus and damage by the number of attacks, rounding
down. For the power’s duration, the creature is treated as hav-
ing that many attacks at that attack bonus and damage. For
example, an ankylosaurus normally has 1 tail club attack at +20
melee and 4d6 damage. If Kinetic Fracture splits its attack into
four parts, it now has 4 tail club attacks, each at +5 melee and
1d6 damage. It would make four separate attack rolls each
round.
Non-psionic subjects affected by this power must aim all of
their divided attacks against a single target. Psionic subjects are
able to manipulate the power to aim different divided attacks at
different targets.
Psionic tyrannosaurs frequently use this power on them-
selves prior to fighting swarms of smaller creatures.

20
Rustling Brush with strangers who, for all they know, could be dangerous. They
Psychokinesis (Con) become uncooperative and suspicious, and immediately cease
Level: Tyrant Master 1 any sort of coordinated activity.
Display: Me Tyrannosaurs use this ability to disrupt the defensive cir-
Manifestation Time: 1 action cles of triceratops, break up the stampedes of herd-oriented her-
Range: Medium (100 ft. + 10 ft./level) bivores, weaken the charge-and-retreat tactics of pachy-
Target: See text cephalosaurs, and defeat coordinated velociraptor attacks.
Duration: Concentration, up to 1 minute/level
Power Points: 1
Bloodline Telepathy
This power causes bushes and underbrush to rustle as if some-
thing were moving through them. You can create the impression The ancestor worship inherent in the tyrannosaur mentality
that one creature of your own size is moving through the under- is not strictly cultural; it has biological roots as well. Tyran-
brush, or two creatures of one size smaller than you, or four nosaur blood has a special psionic resonance that is a genetic
creatures of two sizes smaller than you, and so on. The affected property, much like skin tone or eye color. Tyrannosaurs with
area can be any bush, tree, or other vegetation within range. You similar psionic resonance in their blood can communicate tele-
can pick one area for the first round, then move the affect to pathically. In young T-rexes, this ability is nothing more than a
another area as if another creature were hiding there, but you vague empathic sense; as a T-rex ages, however, the ability
may only target one area per round. Although this power works develops, and the oldest tyrannosaurs can send and receive
best on dense underbrush that could actually conceal some- thoughts from their descendants.
thing, you could also cause exposed underbrush to rustle. Bloodline telepathy has several unusual properties.
First, it only works in T-rexes with common bloodlines – in
Unravel Bonds other words, those who share parental links between them-
Telepathy (Cha) selves, not via a common ancestor. For example, a father and
Level: Tyrant Master 2 son can communicate via bloodline telepathy, but an uncle and
Display: Au nephew cannot. This means a grandfather can communicate
Manifestation Time: 1 action with all his grandchildren, and they can communicate with him,
Range: Medium (100 ft. + 10 ft./level) but they cannot communicate with each other. Nor can brothers
Target: Herd or group up to total Wis of 10 per caster level communicate.
Duration: 1 round/level Second, it’s a one-way connection. A T-rex can send and
Saving Throw: Will negates read thoughts from those younger than him, but cannot send
Power Points: 3 thoughts to those older. In order for two-way communication to
happen, the older relative must be tuned in and ready to respond
This power destroys the social connections between creatures. to the younger relative. If the older relative isn’t reading the
It causes a creature to lose the feeling of connection that binds younger one’s thoughts when the younger one tries to commu-
it to its fellows. When cast upon a herd of triceratops, the tricer- nicate, there is no communication.
atops suddenly do not know each other, and their previously Third, the communication is limited by age. T-rexes below
coordinated attacks dissolve into a disorganized free-for-all. the age of 25 years cannot use their bloodline telepathy. From
When cast upon a stampeding herd of hadrosaurs, they scatter age 26 to 100, a T-rex can detect only general moods and incli-
and run in separate directions. nations (such as “hungry,” “tired,” or “sad”), and only from
Unravel Bonds can affect any group of creatures whose descendants within line of sight. From age 100 to 250, a T-rex
total Wis is less than or equal to 10 per caster level. If the can read the thoughts of its descendants at will as the detect
group’s total Wis is higher than that, a portion will be affected thoughts spell, but only while targeted on one single relative
up to the caster’s ability, with partial results discarded. For whom he knows, with a range of half his age in miles.
example, a party of six adventurers has a collective Wis of 72. Beginning at age 251, the tyrant king can transmit thoughts
For simplicity’s sake, assume each has an Wis of 12. A fourth one-way at will as if with Rary’s Telepathic Bond, with no lim-
level caster can affect up to 40 Wis points. At a 12 Wis per per- iting range – but with only one descendant at a time. The tyrant
son, that’s three fully affected with 4 Wis points left over. Three king can simultaneously detect thoughts while he is tuned into
targets (selected by the caster) are affected and the rest are not. that creature, but once contact is broken he cannot detect
Affected creatures no longer feel any connection to anyone. thoughts until a link is re-established. Because the younger T-
They are effectively chaotic in alignment, but in the worst pos- rex cannot send or detect thoughts, but can only think some-
sible way. They suddenly find themselves fighting side-by-side thing and hope the tyrant king is “listening,” the recipient has

21
no way of knowing if a connection is still active or not except The Mark of the Master invariably resembles a great toothy
by receiving a communication. maw, sometimes in profile, other times from the front. (A
Only at age 401 or older can a tyrant master truly make frontal view of T-rex jaws is the last sight a T-rex victim ever
maximum use of his bloodline telepathy. Tyrant masters can sees.) The power inscribed in the tattoo is usually a ranged
communicate with multiple number of descendants at the same attack, such as whitefire or cone of sound. These are useful in
time, with no limiting range, and can simultaneously detect the natural world, where few creatures possess ranged weapons,
thoughts in their descendants. The tyrant master can communi- and especially useful when facing intelligent enemies that do
cate with one descendant for each effective level it possesses. have them. Tyrannosaurs launching cone of sound can be
In practical terms, all of this means that a tyrant king can enough to rout an otherwise stout army, especially if they’re
direct the movements of his army of ancestors, and the descen- unfamiliar with the notion of psionic T-rexes and don’t know
dants below him can communicate with their own direct the T-rexes are using psionic tattoos.
descendants. This is how tyrant kings mobilize their armies. The gp cost of a normal psionic tattoo is paid by tyrant
Tyrant masters can effectively monitor every area of the world masters in rare natural materials. The tyrant master must stock-
that their descendants occupy at any given time. pile crystals, herbs, roots, spices, bones, shells, gems, and other
natural byproducts, which are used up in creating the tattoo. A
T-rex can gather approximately 200 gp worth of natural materi-
Mark of the Master als per day. Many tyrant masters trade with velociraptor
shamans for some of these goods, although they usually do so
Some tyrant masters can inscribe psionic tattoos. These are via raptor exile intermediaries.
called the Mark of the Master. Such Marks are not given light- As one might guess, the presence of a psionic tyrannosaur
ly. Usually they are bestowed upon T-rexes embarking on a spe- within a dynasty has more benefits than the mere combat
cial mission, a dangerous hunt, or a premeditated military cam- prowess of the tyrant master himself. A tyrant master can use
paign. Favorite relatives may also receive them as a sign of psionic tattoos to equip his soldiers with psionic weapons that
favor. Except in times of war, when an entire dynasty may can’t be matched by non-psionic T-rexes. Combined with their
receive a Mark in preparation for battle, it is a great honor to be bloodline telepathy, this lets tyrant masters command their
bestowed with the Mark of the Master. dynasties as true armies.

Campaigns
Tyrannosaurus rex fills the classic “mega-monster” role. It power. Yet, even though they have no competitors per se, they
is the biggest, baddest, butt-kickingest creature in any prehis- are not the only power. There are two other dinosaurs capable of
toric setting. Defeating a tyrannosaur makes a good grand finale confronting a tyrannosaur dynasty and possibly winning. The
for any adventure. Defeating a tyrannosaur dynasty is an even first are the velociraptors. Individually no match for a T-rex, the
better finish. raptors are still a threat because of their superior intelligence,
coordinated fighting tactics, and, since the Dynastic Wars,
strength of numbers. Raptors don’t mess with T-rexes, but nei-
Settings ther do T-rexes mess with raptors. Each respects the other’s
strength.
The traditional setting for a T-rex is, of course, a prehistoric Protoceratops are the second power. These peaceful herbi-
world. In a normal fantasy campaign, this prehistoric setting is vores resemble small, human-sized triceratops without the
invariably cut off from the rest of the world. Common locations horns. They are the most intelligent of all the prehistoric crea-
for the prehistoric setting are a mysterious island, impenetrable tures, and, more importantly, they are the most powerful psyk-
forest, lost valley, or vast underground cave. ers. Physically, a protoceratops is no match for even the small-
In a prehistoric setting, the tyrannosaur is the most fero- est predator, but psionically, they are a force to be reckoned
cious beast in all the land. Herbivores panic at the mere whiff of with. Since the protoceratops were able to establish a foothold
T-rex scent. Even other carnosaurs don’t dare challenge an adult after the Dynastic Wars, their psychic Luminaries have with-
T-rex unless they have no other option. T-rexes serve the same stood every incursion. Even the most powerful tyrannosaur
role as the lion in the African savanna: confident, relaxed kings fears these wrinkled old herbivores. Even the tyrant masters
of the food chain. themselves aren’t well equipped to battle Luminaries, for their
Within the prehistoric world, the T-rexes are the major psionic abilities focus almost entirely on physical combat.

22
Within the prehistoric world, these three factions are held their way out.
in check by the simple day-to-day reality of natural life. No ani- This makes it possible to integrate T-rexes into everyday
mal risks death for any reason other than survival, and thus the fantasy campaigns. A young rex who finds his way into a
velociraptors and protoceratops make no effort to eradicate the medieval fantasy setting could cause serious mayhem as he
tyrannosaurs – nor vice versa. hunts for food in the local farmyards. He could cause even more
In the Dinosaur Planet: Broncosaurus Rex setting, tyran- trouble if he has a mate and they spawn a dynasty. Elves could
nosaurs are the dominant carnosaur, just as in any other prehis- pass on stories of the horrible “wingless dragon” that lives in
toric setting. But their hunting grounds are rapidly shrinking as the heart of a dark forest.
humans settle further and further away from New Savannah. At The connection to dragons is another setting hook. No one
the same time, their numbers diminish daily, not only because knows for sure where dragons came from, but it’s speculated
of encroaching civilization and human trophy hunters, but also that they are a magical offshoot of the tyrannosaurs. If a T-rex
because their eggs are a hot commodity. The Confederacy’s found its way into a dragon’s territory, it’s certainly possible
determined effort to develop its Dino Warriors means part of the that the dragon would take it under its wing, so to speak. After
next generation of T-rexes is being raised in captivity. Without all, dragons are among the few creatures capable of standing up
their tyrannosaur parents to teach them of their lineage, these T- to a T-rex, and the tyrannosaurs’ physical resemblance and nat-
rexes lack the connection to a dynasty. Although they still feel ural reverence for age would make them likely to pay attention
a strong genetic pull toward genealogy and ancestor worship, to the dragon. T-rexes can serve as guardians for draconic terri-
they have no way to express it. tories or lairs. A shapeshifting dragon that understands T-rex
The tyrant kings have a hard time recognizing the small, society could even slay a rightful tyrant king and impersonate it
pink, soft humans as a significant threat. But they are beginning in a bid to gain control of a ready-made T-rex army. Or an
to understand the true power of humans. Unlike the protocer- extremely powerful and persuasive dragon might even seize
atops and velociraptors, which have in some ways profited from control of a dynasty through brute force alone. Blue and green
trade with humans and other aliens, the tyrannosaurs have noth- dragons are especially likely to take an interest in T-rexes
ing of use to humans except their hides, heads, and eggs. They thanks to their shared lawful evil alignment, with green dragons
have nothing to trade with humans, nor do they desire anything most likely to encounter them in their warm forest terrain.
in return. After all, they don’t use tools, and usually want for The reptilian humanoids – troglodytes, kobolds, and espe-
nothing. More and more, the older tyrannosaurus are seeing the cially lizardfolk – are another option for integrating T-rexes into
spread of human settlement not as the availability of yet more non-prehistoric settings. Imagine a lizardfolk tribe that has
prey, but as a threat unlike any they have faced before. It won’t access to the dismal depths of a great swamp, where a T-rex
be long before a tyrant king mobilizes his armies against human lairs, hidden away from human society. They consider the T-rex
settlements. In the meantime, humans remain largely unaware a servant of their own lizardy god. Once per generation, they
of the true extent of tyrannosaur families. Except for the few undertake a risky mission where many die in order to drive the
who believe what they hear from velociraptor and protoceratops T-rex into the lands around the swamp, where it wreaks havoc
about the Dynastic Wars, most humans consider T-rexes to be for several days until it finds its way back to its lair. While it is
individualistic predators. They vastly underestimate their poten- on the rampage, the lizardfolk follow close behind, scavenging
tial. and raiding.
But tyrannosaurs don’t have to be located in a prehistoric
setting. Remember, they are smart. If outsiders can find their
way to the T-rexes, it’s more than likely that the T-rexes can find Motivations
their way to the outside. One way you can explain this is with
anatomical gimmicks: for example, it’s possible that T-rexes T-rex motivations are remarkably simple. For all their intel-
could swim – which casts doubt on the true isolation of a “lost ligence, they aren’t deep thinkers. They use their minds to hunt
island.” Another way is simple intelligence: If the characters and fight, not ponder and ruminate. Like all animals, they want
can find a route into the hidden valley ringed with impenetrable to eat, drink, sleep, reproduce, dominate, and stay alive.
mountains, why can’t a smart T-rex (much less a psionic T-rex) Only with age do T-rexes become more complex. Older T-
find a way out? And there’s another possibility. Since all ani- rexes begin to realize their limits, as well as their potential. Fed
mals have natural ranges (you only find zebras on the African and defended by their descendants, they are no longer so con-
savanna, for example), maybe the tyrannosaurs and other cerned with the day-to-day troubles of normal life. They begin
dinosaurs in your campaign world inhabit a huge jungle or to think about conquest on a much broader scale. As they
swamp that has no natural barriers other than its own tangled become the older progenitors offered respect by their kin, rather
vegetation. Anyone can find T-rexes in the swamp – and if than the younger offspring offering the respect, they take stock
unusual happenings are afoot, the T-rexes can certainly find of their accomplishments and do what they can to strengthen

23
their legacy. For a T-rex, this means building a powerful are becoming increasingly aggressive. Metyaranax is in
dynasty. fact an ancient tyrannosaurus that has emerged from a
In the simplest of adventures, character interaction with a dense, uncharted jungle far away. A survivor of a brutal
tyrannosaur will be combat and nothing more. But if a tyrant dynastic war, Metyaranax is now without family. He has
king (or tyrant master) is involved – even if only as a distant, persuaded the lizardfolk that he is a god, and rules his new
barely-felt presence – the interaction may get more complicat- cult like a tyrant king would rule his dynasty.
ed. Tyrant kings bid their kin to undertake missions. Some may • A mining expedition has stumbled across an underground
scout the territory of neighbors or threats. Others may have a cave system. Anticipating trouble, they seal it off. But noth-
specific hunting target: the shaman of a particular velociraptor ing happens. After two weeks, mining resumes. Then the
tribe, or a huge triceratops bull that has been getting aggressive. problems start – not from within the cave, but from outside,
T-rexes aren’t subtle, and even the plans of a tyrant king won’t as tyrannosaurs begin to converge on the area. In fact, the
be all that intricate. But they will encompass more than the sim- sealed cave was the resting place of a tyrant master who,
ple animalistic concerns of an individual T-rex left to its own once disturbed, summoned his descendants to deal with the
devices. problem. Stopping the constant inflow of T-rexes requires
The situation can become even more complicated if there is finding and killing the tyrant master.
a devious mind in charge of things. Imagine an alliance between
a tyrant king and a green dragon. Or a rare tyrant master who • A tyrant master has decided he can finally eradicate a rival
actually has some depth for sophisticated stratagems. Your dynasty. But he needs a spellcaster to help him. He sends
characters may not realize that their seemingly disconnected an envoy of three adult T-rexes to return with some power-
battles with normal T-rexes tie into a larger plan orchestrated by ful spellcasters. Of course, the T-rexes lack any diplomacy
the tyrant king or his allies. skills whatsoever, and their preferred technique is to wan-
der into town, observe who uses spells, then grasp them in
their jaws (grappling them so as not to hurt them) and carry
Adventure Hooks them back. If that fails, they may attempt communication,
but they only speak Tyrannosaur. The tyrant master will aid
Here are some adventure hooks for bringing T-rexes into in their communication attempts, if he can. The catch is that
any campaign. We’ve divided the hooks into two parts: hooks the T-rexes really intend no harm; although their methods
for fantasy campaigns and hooks for Broncosaurus Rex cam- are rough, the tyrant master is prepared to offer some of his
paigns. The first hooks are the simplest, then they grow in com- riches in exchange for the spellcasters’ assistance.
plexity from there. • The tyrannosaurs have lost their king! Five years ago, the
tyrant king set out on an exploratory journey and has not
Fantasy Adventure Hooks returned. A particular great-great-grandson, who always
shared a close relationship with the tyrant king, has recruit-
• The simplest mechanism for introducing a T-rex to your ed several other T-rexes to help search for him. Unsure of
characters: It shows up ready to eat the carcass of whatev- where he will be traveling, the grandson wants human
er creature they just killed. envoys to accompany him, so he isn’t attacked at every vil-
lage he comes across. He promises to eat only wild animals
• A young T-rex has set out into the world to carve out its if the villages will grant him free passage. But the catch is
own territory. Unfortunately, the territory it is carving out that he has to persuade someone to be his envoy – and then
happens to include a local village. they have to find the tyrant king...
• The characters are sent to kill the “dragon” that has been • Velociraptors have been raiding local villages. The PCs are
eating local cattle. Little do they know that they are actual- enlisted to stop these raptor raids, but unbeknownst to
ly after an errant T-rex. them, the raptors are under the influence of mass sugges-
• Neighboring dynasties have been fighting almost daily tion from a tyrant master whose expansion plans are
over territorial lines. These battles are spilling over into set- blocked by the raptors. (“Raid the village in search of food”
tled areas, where the T-rexes have stampeded herds and is a pretty acceptable suggestion to a bloodthirsty veloci-
demolished buildings as they clash. Local authorities are raptor!) If the PCs do succeed in destroying the velocirap-
afraid the skirmishes will soon break out into a full-fledged tor tribe, they will have created more trouble than they have
war, and the last thing they want is to be right smack in the solved – for now the tyrant master’s dynasty has an unob-
middle of a T-rex war. structed path into civilization...
• The lizardfolk have split. A rapidly growing faction wor- • A powerful troglodyte cleric has decided that T-rexes make
ships a new god, Metyaranax. The followers of Metyaranax excellent subjects for Animate Dead spells. His minions

24
aren’t yet up to the task of actually hunting T-rexes, but • A whole battalion of the Dino Warriors’ “trained” T-rexes,
they have been actively gathering T-rex corpses for raised in captivity from their eggs, suddenly revolt and
decades. Now that the cleric has several specimens of var- escape. They represent a huge expense in time and effort,
ious ages, he has animated them and sent them to kill more and must be recovered. Unknown to the characters, they
T-rexes. The characters happen to witness one of these began receiving orders via bloodline telepathy from their
undead T-rex in action and know that something must be tyrant king, who only recently discovered their existence
done... after believing for many years that their eggs had been
destroyed long ago.
Broncosaurus Rex Adventure Hooks • One after another, Confederate towns keep defecting to the
Union. The Confederacy sends someone to investigate. In
• An experienced bronco rider has captured an adult T-rex reality, a tyrant master who has begun to learn the ways of
that he intends to train. Unfortunately, it doesn’t want to be man has been toying with the humans’ minds, for no reason
trained – and it’s not afraid to call in some help. other than to have fun.

• Protoceratops envoys seek Confederate assistance in • The Union used ironclads to rid the area around Fort Lin-
defeating a tyrant master who has awakened after decades coln of tyrannosaurs and other large predators. But now the
of slumber. tyrannosaurs have returned – and they’re using ranged
weapons! Little does the Union know that the T-rexes have
• The scray are hunting tyrannosaurs. No one knows why, psionic tattoos. All they know is that they’ve lost an iron-
but it’s creating a problem: the tyrannosaurs, who don’t see clad to a mysterious tyrannosaur attack – and the Confed-
much difference between one bipedal humanoid and anoth- eracy is racing to recover it...
er, are now attacking all humans and their vehicles that
come near.
• Somebody has to stop an illegal smuggling operation has Creating a T-Rex Dynasty
been hunting tyrannosaurs. But the truth is that the smug-
glers are in cahoots with a tyrant king who wants someone It is unlikely that PCs will ever encounter an entire T-rex
to kill his enemies. The tyrant king and his kin assist the dynasty at once. In fact, they’ll probably never fight more than
smugglers in finding and ambushing the T-rex, and the a handful of the T-rexes within any one dynasty. After all, T-rex
smugglers get plenty of trophies in exchange... territories are wide and the creatures themselves ferocious –
• A Confederate gun-runner has trained a T-rex in an innova- hardly the “cannon fodder” necessary for multiple encounters in
tive smuggling operation. The T-rex swallows whole pal- a single adventure.
lets of heavily sealed weapons and ammunition, then cross- Even so, T-rex dynasties are sort of like human towns or
es Union territory and disgorges the goods to rebel agents. nations: It’s handy to have a general sense of the true scope of
The Union has learned of the ploy but doesn’t want to risk the dynasty, as well as detailed stats for the important charac-
loss of life. It has developed a special technique to stop the ters. That’s what this section will discuss.
next smuggling run: planting remote-controlled bombs in Here are the stages in building a T-rex dynasty. These are
corpses along the T-rex’s path. If it swallows one while eat- guidelines; you can modify them for your individual campaign.
ing one of the corpses, the bomb can be set off in its stom- 1. The Tyrant King. Every T-rex dynasty starts with the
ach, igniting all the ammunition therein... tyrant king. To determine his age, roll 1d20, multiply the result
by 10, and add it to 250. If the result is 400 years or younger, it
• A velociraptor shaman with uncanny diplomatic skills has is a true tyrant king, without psionics. If the result is 401 years
somehow forged an alliance between a tyrant master and a or older, it is a tyrant master with psionic abilities. Use the
velociraptor nation. Their goal: rid the Main Valley of tables on page 5 to flesh out the tyrant king’s stats. For a tyrant
humans. Human-allied raptors alert the Confederacy to this master, also reference table 1-5 on page 17. Don’t forget to
alliance, which must be disrupted now before the allies choose feats for your tyrant king.
have time to act. If you want to personalize your tyrant king, use the stat
• No one travels to the Haunted Forest because of the strange variance guidelines on page 14.
sounds and lights that are seen there. But now someone has 2. Number of Generations. The age of the tyrant king
found gold. Eventually, the influx of intrepid gold hunters determines how large his dynasty is. Determine the number of
will discover that the Haunted Forest is the lair of an unbe- generations below him by dividing the tyrant king’s age by 40.
lievably ancient tyrant master whose entire dynasty was (Even though T-rexes reach sexual maturity around age 25, we
long ago destroyed. He now whiles away his waking hours use 40 as a measure of generations because they don’t reproduce
by toying with psionic powers in the forest... immediately, and many young die before reaching adulthood.)

25
3. Number of T-rexes. The number of T-rexes still living
in each generation is indicated below. This is not a strict power-
The Dynasties
of-two chart because T-rex die quite often – they are carnivores,
after all, and even if they have few direct competitors, they can Two of the best known dynasties are Kil Karn and Sibdan,
easily starve to death as a result of any injury that keeps them each named after its reigning leader.
from catching or eating prey, including such minor injuries as
sprained knees or severe toothaches. The carnivore’s life is a Kil Karn
violent, dangerous one.
Note that the first generation behind the tyrant king usual- Kil Karn is a powerful tyrant king at a crossroads. At close
ly has no living individuals. As a T-rex ages, it singles out com- to 390 years old, his body is beginning to falter. A knee injury
petitors within its age group. By the time a T-rex reaches the sustained some three centuries ago is finally slowing his speed
older adult ages (200+ years), it has either killed all competitors and reflexes, and his jaws suffer from arthritis. If he can exer-
within its age group – or been killed by them itself. As a result, cise the mental discipline to unlock his psionic powers, his sur-
tyrant kings have often wiped out any promising competitors vival is insured. If not, his body will continue decaying until he
close to their age, including the next generation behind them. dies.
Siblings are not excluded from this. Despite his decrepitude, Kil Karn is the leader of his
The “Cumulative Still Living” column adds the total num- dynasty. He is almost four times as large as a normal adult
ber of still-living T-rex descendants through the indicated gen- tyrannosaur. Even with a bad knee and a bite that is now painful
eration. This column entry for the row indicating your dynasty’s to him as well as his prey, he can dominate healthy adult tyran-
total generations is the total number of T-rexes in the dynasty. nosaurs. With his size and reputation, he rarely has to bloody his
This chart is just a guideline; depending on circumstances, jaws to get his way; intimidation alone is sufficient.
a dynasty may have more or less living at each generation. Unlike most tyrannosaurs, Kil Karn is very sociable. He’s
just as blunt, rude, and coarse as any other tyrannosaur, and he
Generation Still Living Cumulative Still Living enjoys their company tremendously. He is usually found in the
1 0 0 company of some distant descendant, visiting for a short period
2 1 1 before moving on to a new corner of his vast territory.
3 2 3 Kil Karn prefers to feed on unintelligent or boring crea-
4 5 8 tures, so he can save the interesting ones for conversation. Char-
5 8 16 acters who encounter Kil Karn will find him slightly more
6 13 29 amenable to interaction than other T-rexes. He’s still not exact-
7 21 50 ly a warm and loving creature, but he’ll give the characters
8 34 84 longer than usual to make their point before he ignores or eats
9 55 139 them.
10 89 228 The one topic that will ensure Kil Karn’s interest is any-
11 144 372 thing related to psionics. Since his understanding of psionics is
limited, a discussion of magic, miracles, psychic technology,
4. Ages. The average age of each generation is determined and other such topics will qualify as “psionics” for purposes of
by multiplying the generation by 40, then subtracting that from earning his interest. Kil Karn knows that other tyrannosaurs
the tyrant king’s age. For example, if the tyrant king is aged have sustained their body through pure willpower, and he
280, the second generation below him is age 220, then the third knows that he must learn to do so or his time is limited. He has
generation is 180, and so on. If you get a result below zero for no role model from whom to learn these things, so he takes an
the last generation, assume they are 5 year old youth. interest in visitors who discuss such topics. (In reality, his
5. Personalization. You now know the number of T-rexes willpower has already sustained his injured knee far beyond
in the dynasty at each generation level, as well as the total size what his anatomy alone is capable of. It’s likely that his psion-
of the dynasty and the stats for the tyrant king. The last step is ic powers will manifest as a result of anxiety, fear, and pain as
to personalize any other major players in the dynasty. Deter- he grows older. But he doesn’t know that.)
mine individualized stats for a few NPC T-rexes, then use stan- As tyrant kings go, Kil Karn is a fairly ugly one. His skin
dard stats for the rest. You’re done! is a mottled reddish-yellow with no discernable pattern. Over
the years it has lost its youthful luster and now has a greenish
undertone. His left knee has a large, bony, flesh-covered knob
coming out of it (a result of the badly healed injury from so long
ago). (Careful observation reveals this healed injury; casual

26
observation notices it with a Spot check
[DC 14].) His bright yellow eyes have a
clear malevolence in them, though he is
no more cruel than any other tyrannosaur.
Defeating Kil Karn would be a great
disappointment for an adventurer, for he
keeps no treasure. Due to his peripatetic
tendencies, he has no stable lair. The left-
overs from his kills are found in the lairs
of his descendants who host his visits. In
theory, if someone were to defeat every
adult T-rex in his dynasty, they would
recoup his normal treasure amount divid-
ed between those many separate treasure
hordes. If he is defeated in the lair of a
descendant, their treasure will be some-
what above the usual amount, but not by
too much.
Kil Karn, 390-year old tyran-
nosaurus rex Tyrant King: CR 18;
Colossal animal (30 ft. by 50 ft./20 ft.);
HD 54d10+324; hp 621; Init -1 (Dex);
Spd 60 ft; AC 19 (+18 natural, -8 size,
-1 Dex); Atks +54 melee (20d8+23/crit
15-20, bite), +49 melee (4d6+15,
head butt), and either +49 melee
(4d6+15, tail slap) or +49 melee
(6d8+15, kick); SA improved grab,
swallow whole; SQ scent, frightful
presence, roar; AL LE; SV Fort +35,
Ref +19, Will +21; Str 40, Dex 8, Con
23, Int 14, Wis 17, Cha 18.
Skills: Hide +8, Jump +17, Listen
+16, Move Silently +8, Spot +16,
Wilderness Lore +7. Feats: Power
Attack, Improved Critical (bite),
Cyclone Tail Slap.
SA–Improved Grab (Ex), Swallow Whole (Ex): As Sibdan
described on page 2. As a Colossal size creature, Kil Karn
can swallow whole creatures of size Huge or smaller. Sibdan is an old, tired tyrant master who has lost interest in
SQ–Frightful Presence (Ex), Roar (Ex): As described the world around him. His dynasty is so vast that it is practical-
on pages 2 and 15. ly unassailable. His oldest descendants are of tyrant king stature
Possessions: None. themselves. Sibdan spends his days dozing deep under the
Kil Karn Dynasty: Kil Karn takes an active day-to-day earth, monitoring the world around him via bloodline telepathy,
role in the activities of his descendants, and his presence emerging every few weeks to feed on whatever morsels have
ensures that they have a slightly higher-than-average lifespan. been left for him.
Nobody messes with you when you have a Colossal T-rex back- Sibdan’s underground lair holds an unimaginable treasure.
ing you up! There are a total of 10 generations in the Kil Karn He has laired in the same cave complex for nearly two hundred
dynasty, with 263 living tyrannosaurs. years. During that time, he has fed on all manner of creatures,
many of them intelligent. Like all tyrannosaurs, he has no par-
ticular fondness for treasure, so he has not hoarded coins in a
pile. But his eating habits are messy, and he routinely drags car-

27
casses back to his lair. The remains of many adventurers rest Spikeback; 2nd—Kinetic Fracture, Suggestion; 3rd—Dis-
there now, along with their treasure. placement.
The lair is a series of natural caves, most of them quite Possessions: Normal treasure.
large, positioned directly adjacent to each other. Sibdan won Sibdan Dynasty: Sibdan’s dynasty covers 11 generations,
occupancy after defeating (and eating) another large beast that with the first few babies of the twelfth generation just now start-
once lived there. (That creature’s treasure – and his bones – lie ing to appear. There are a total of 360 tyrannosaurs in the first
undisturbed in a back corner of the cave system.) Over the 11 generations.
course of his residence, Sibdan’s habit of eating carcasses in the Sylon: Sylon is Sibdan’s great-great-grandson and oldest
caves has filled five large rooms with enormous piles of bones. living descendant. He is 350 years old, a tyrant king in stature
A whole colony of vermin and scavengers survives by picking if not in name. His natural reverence for Sibdan was overcome
them clean after Sibdan is done. The cave system is quite large many years ago by his evil temperament, and he now despises
and can accommodate his mess for at least another two hundred the old tyrant master for living so long. “If he weren’t still
years. Sibdan’s treasure is scattered throughout the bone-filled alive,” thinks Sylon, “then I would rule this dynasty!” Sylon is
rooms, where it fell as he consumed the corpses of its former an expansionist who would grow his territory with war, but his
owners. council is ignored by the inwardly-focused Sibdan. Even if Sib-
Sibdan long ago lost the fire of youth. He no longer has dan were to die this moment, Sylon would still only have a few
enemies capable of providing a challenge. Frankly, he’s bored. generations as ruler before his probable demise. With every
Adventurers that provide a serious threat do not scare him; passing day, Sylon feels his chance to rule slipping away.
rather, the threat would invigorate him and renew his interest in Unfortunately for Sylon, Sibdan is more than a match for
life. him, and is still revered by his dynasty. Even if he were to top-
Like all tyrant masters, Sibdan is psionic. ple Sibdan, Sylon realistically has little chance of ruling. There
Sibdan, 450-year old tyrannosaurus rex Tyrant are three others in Sylon’s generation who are just as powerful.
Master: CR 22; Colossal animal (30 ft. by 50 ft./20 ft.); HD Sibdan’s death would probably splinter his dynasty into four
54d10+378; hp 712; Init +3 (Dex, Improved Initiative); Spd factions, each headed by a tyrant king of Sylon’s generation,
60 ft; AC 19 (+18 natural, -8 size, -1 Dex); Atks +52 melee rather than install Sylon as tyrant king.
(20d8+19/crit 18-20, bite), +47 melee (4d6+13, head Sylon, 350-year old tyrannosaurus rex Tyrant
butt), and either +47 melee (4d6+13, tail slap) or +47 King: CR 18; Colossal animal (30 ft. by 50 ft./20 ft.); HD
melee (6d8+13, kick); SA improved grab, swallow whole; 54d10+270; hp 593; Init +0; Spd 60 ft; AC 20 (+18 natu-
SQ scent, frightful presence, roar, psionics; AL LE; SV ral, -8 size); Atks +53 melee (20d8+21/crit 18-20, bite),
Fort +36, Ref +19, Will +22; Str 37, Dex 8, Con 24, Int 16, +48 melee (4d6+14, head butt), and either +48 melee
Wis 20, Cha 18. (4d6+14, tail slap) or +48 melee (6d8+14, kick); SA
Skills: Concentration +11, Hide +8, Jump +15, Listen improved grab, swallow whole; SQ scent, frightful pres-
+18, Move Silently +8, Spot +18, Wilderness Lore +9. ence, roar; AL LE; SV Fort +34, Ref +20, Will +21; Str 39,
Feats: Power Attack, Cleave, Great Cleave, Improved Ini- Dex 10, Con 21, Int 14, Wis 16, Cha 15.
tiative. Skills: Hide +9, Jump +16, Listen +16, Move Silently
SA–Improved Grab (Ex), Swallow Whole (Ex): As +9, Spot +16, Wilderness Lore +7. Feats: Gator Guts,
described on page 2. As a Colossal size creature, Sibdan Gulp’n’Swallow, Hinged Jaws.
can swallow whole creatures of size Huge or smaller. SA–Improved Grab (Ex), Swallow Whole (Ex): As
SQ–Frightful Presence (Ex), Roar (Ex): As described described on page 2. As a Colossal size creature with the
on pages 2 and 15. Hinged Jaws feat, Sylon can swallow whole creatures of
Power Points: 18/day. 4 must be used each day for size Gargantuan or smaller.
maintaining his body. SQ–Frightful Presence (Ex), Roar (Ex): As described
Powers Known (3/3/2/1): 0—Finger of Fire, Lesser on pages 2 and 15.
Natural Armor, Verve; 1st—Biofeedback, Sidewinder, Possessions: None.

28
Appendix I: T-Rex Stats
TYRANNOSAURUS REX
Young Rex (Age 10) Tyrant King (Age 300) Tyrant Master (Age 450)
Large Animal Colossal Animal Colossal Animal
Hit Dice: 6d10+12 (45 hp) 54d10+378 (675 hp) 54d10+378 (675 hp)
Initiative: +2 (Dex) +0 -1 (Dex)
Speed: 40 ft. 60 ft. 60 ft.
AC: 14 (+3 natural, +2 Dex, -1 size) 20 (+18 natural, -8 size) 19 (+18 natural, -1 Dex, -8 size)
Attacks: Bite +8 melee Bite +53 melee, head butt Bite +52 melee, head butt +47
+48 melee, and either tail melee, and either tail slap
slap +48 melee or kick +47 melee or kick +47 melee
+48 melee
Damage: Bite 3d6+7 Bite 20d8+21/crit 18-20, Bite 20d8+19/crit 18-20,
head butt 4d6+14, tail slap head butt 4d6+13, tail slap
4d6+14, kick 6d8+14 4d6+13, kick 6d8+13
Face/Reach: 5 ft. by 5 ft./10 ft. 30 ft. by 50 ft./20 ft. 30 ft. by 50 ft./20 ft.
Special Attacks: Swallow whole Improved grab, swallow Improved grab, swallow whole,
whole, 3 feats 4 feats, 4 psionic feats
Special Qualities: Scent, roar Scent, frightful presence, roar Scent, frightful presence, roar, psionics
Saves: Fort +7, Ref +7, Will +2 Fort +36, Ref +20, Will +22 Fort +36, Ref +19, Will +22
Abilities: Str 20, Dex 14, Con 15, Str 39, Dex 10, Con 25, Str 37, Dex 8, Con 24,
Int 6, Wis 11, Cha 9 Int 14, Wis 18, Cha 16 Int 16, Wis 19, Cha 18
Skills: Listen +5, Spot +5 Hide +9, Jump +16, Listen Concentration +11, Hide +8, Jump +15,
+17, Move Silently +9, Spot Listen +17, Move Silently +8, Spot
+17, Wilderness Lore +8 +17, Wilderness Lore +8
Climate/Terrain: Warm forest, hills, plains, Warm forest, hills, plains, Warm forest, hills, plains,
and marsh and marsh and marsh
Organization: Family (2 adults, 1-2 young) Any Any
Challenge Rating: 3 18 22
Treasure: Standard Standard Standard
Alignment: Lawful evil Lawful evil Lawful evil
These are standard profiles for tyrannosaurs of various age Swarm Hunter: This tyrannosaur is equipped for battling
groups. Stats for the typical adult T-rex are given in the Intro- hordes of smaller creatures. Take Power Attack, Cleave, and
duction section on page 2. Great Cleave. For Tyrant Masters, add Improved Initiative.
One-Hit Wonder: This tyrannosaur has an unbelievably
COMBAT powerful bite. Take Power Attack, Improved Critical (bite), and
Tyrant kings and tyrant masters have a number of special Thunderquake. For Tyrant Masters, add Improved Initiative.
abilities. Big Mouth: This tyrannosaur likes to swallow creatures
Improved Grab: This is described under Physiology. whole. Take Gator Guts, Gulp’n’Swallow, and Hinged Jaws.
Swallow Whole: Also described under Physiology. A For Tyrant Masters, add Hook’n’Toss. At size Colossal, a tyrant
young rex may swallow whole creatures up to size Small. king or tyrant master can Hook’n’Toss Medium-size creatures
Tyrant kings and tyrant masters may swallow whole creatures 160 feet for 16d6 points of damage.
up to size Huge. Psionic Feats: Tyrant masters have 4 psionic feats. They
Feats: Tyrant kings have 3 normal feats. Tyrant masters may choose from the list on page 17.
have 4. They may choose from the lists on pages 14 and 17. Frightful Presence: Described on page 15.
Here are some feat packages that make for interesting encoun- Psionics: As described on page 17. Tyrant masters as
ters: described above have an effective level of 7.

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COLD-BLOODED T-REX (“EXO-REX”) NANOTYRANNUS
Tyrannosaurus Rex, Cold-Blooded Nanotyrannus (“Dwarf Tyrant”)
Huge Animal Large Animal
Hit Dice: 18d10+54 (153 hp) Hit Dice: 8d10+24 (68 hp)
Initiative: -1 (Dex) Initiative: +1 (Dex)
Speed: 30 ft. Speed: 40 ft.
AC: 12 (-2 size, -1 Dex, +5 natural) AC: 13 (-1 size, +1 Dex, +3 natural)
Attacks: Bite +20 melee Attacks: Bite +11 melee
Damage: Bite 5d8+13 Damage: Bite 2d8+9
Face/Reach: 10 ft. by 10 ft./15 ft. Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Improved grab, swallow whole Special Qualities: Scent
Special Qualities: Scent, cold vulnerability Saves: Fort +9, Ref +7, Will +3
Saves: Fort +14, Ref +10, Will +8 Abilities: Str 22, Dex 12, Con 16,
Abilities: Str 28, Dex 9, Con 17, Int 4, Wis 10, Cha 9
Int 2, Wis 10, Cha 10 Skills: Listen +5, Spot +5
Skills: Listen +9, Spot +9
Climate/Terrain: Warm forest
Climate/Terrain: Warm forest and marsh Organization: Pack (2-5)
Organization: Solitary or family (2 adults and 0-2 Challenge Rating: 4
young) Treasure: Standard
Challenge Rating: 8 Alignment: Neutral
Treasure: Standard Advancement: 9-12 HD (Large)
Alignment: Neutral
Advancement: 19-36 HD (Gargantuan) Nanotyrannus is a dwarf specimen of tyrannosaurus rex. It
is a separate but closely related species. When fully mature it is
Exo-rexes are a cold-blooded variety of the normal (warm- only 15 feet long, including the tail. An adult nanotyrannus
blooded) T-rex. They are immediately distinguished from their resembles a young T-rex, although the T-rex’s jaws are more
warm-blooded cousins by their upright stance, tail-dragging heavily built and the nanotyrannus is more nimble. Unlike T-
posture, slower speed, diminished reflexes, and stupidity. rexes, nanotyrannuses are sociable and not particularly bright.
While warm-blooded T-rexes can be found in any temper- They travel in small hunting packs that roam the forests looking
ate or warm terrain – and sometimes even in colder areas – this for prey.
cold-blooded variety is only found in hot, tropical regions.
Exo-rexes need only one-tenth as much as food as warm- COMBAT
blooded T-rexes. They are less active hunters, preferring instead Nanotyrannuses are pack hunters. They pick a target, single
to scavenge. Their maximum growth potential is more limited, it out from the herd, then attack as a group.
reaching a max of 36 HD instead of 54 with normal T-rexes.
Exo-rexes are never psionic.

COMBAT
An exo-rex’s improved grab, swallow whole, and scent
abilities are exactly like those of a normal T-rex.
Cold Vulnerability (Ex): Like all cold-blooded creatures,
exo-rexes are significantly slowed by reduced temperatures.
Unlike smaller reptiles, however, their huge physiques take a
long, long time to warm back up. Cold attacks affect exo-rexes
twice – initially as normal, then a second time on the subse-
quent round. Regardless of the first saving throw, they are still
affected the second time and must make a separate saving throw
for the second exposure.

30
Appendix II: T-Rex Byproducts
A tyrannosaurus has enough meat on it to feed a family for enhancement bonus to Str for 4d6 hours. The heart must be
months. Other parts of its body are useful, too. Its hide, teeth, eaten immediately, as it spoils quickly.
and claws can all be used to manufacture equipment. Some of Liver: A T-rex’s liver has powerful cleansing abilities.
its organs have unusual side effects. These aren’t magical Consuming the liver of an adult T-rex (a whole meal in itself)
effects; rather, they are the chemical byproducts of such an allows the eater to retake any failed saves for nonmagical dis-
unusual creature’s anatomy. eases or illnesses that are currently troubling him. If he makes
Removing an internal organ from a T-rex corpse requires a this special save, the illness is purged from his body within 1d4
Wilderness Lore check (DC 6). Knowing about the uses of its hours. The liver must be eaten immediately; it spoils quickly.
organs to begin with requires a Wilderness Lore check (DC 20, Lungs: Eating the lung of a T-rex adult grants a +1
+4 if character is native to prehistoric areas). enhancement bonus to Con for 4d6 hours. Unlike other organs,
Hide: Tyrannosaurus hide is unusually dense and thick. It the lungs can be dried and preserved indefinitely.
can be fashioned into a special form of hide armor. T-rex hide Eating the spleen of an adult T-rex grants ferocity in battle,
armor gives a +5 armor bonus, max Dex bonus of +4, armor which translates to a +1 morale bonus to attack rolls for 2d6
check penalty of –2, with a weight of 30 pounds. This isn’t mas- hours. The spleen must be eaten immediately; it spoils in 2d4
terwork armor; it’s a special form of regular hide armor that can hours.
only be made with a tyrannosaur hide. The hide of a Huge T-rex
can produce two suits of good medium-size armor. If the char-
acters manage to kill the T-rex without puncturing its skin (a
rare proposition), they can get four suits of armor out of it.
Teeth and Claws: A T-rex’s claws and front teeth are long
enough to be used as dagger blades.
Musk Glands: A tyrannosaur’s musk glands can be used
to spread its scent, which most other creatures avoid like the
plague. Simply carrying a musk gland will repel many attack-
ers.
Once removed from the body, the glands’ scent remains
pungent for 4d12 hours. The scent can be rubbed onto trees or
other objects to mark territory.
The musk can be smelled within 50 feet of the glands or a
marked area. Any animal, beast, giant, humanoid, monstrous
humanoid, or vermin that comes within range must make a Will
save (DC 20) or instinctively avoid the area.
Blood: A tyrannosaur’s blood is laced with the psionic res-
onance of supreme willpower. In most T-rexes this is so mild it
has no beneficial effects. But a tyrant master’s blood is charged
with psychic energy. A creature that drinks the blood of a
recently felled tyrant master feels a surge of psionic energy.
In nonpsionic creatures, this is reflected as a mental focus
and clarity (+1 Int for 2d4 hours). In psionic creatures, the psy-
chic energy manifests as +2d6 power points, which last for 2d4
hours then vanish. (Treat these the way you would treat tempo-
rary hit points. Deduct them from the character’s current power
point total when they vanish. If that causes problems due to
zero or fewer power points, resolve the effects as usual.)
The blood retains its potency as long as it retains the tyrant
master’s body heat, which is roughly 2d4 hours from the time
of death. Artificially warmed blood has no effect.
Heart: Eating the entire heart of an adult T-rex grants a +1

31
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