Titanosaur
Gargantuan Animal
Hit Dice: 32d8+224 (368 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 21 (-4 Size, +15 Natural), touch 6, flat-footed 21
Base Attack/Grapple: +24/+48
Attack: Bite +34 melee (2d8+12) or Tail +34 melee (2d6+12)
Full Attack: 1 Bite +34 melee (2d8+12), 2 Stamps +29 melee (2d6+6), and 1 Tail +29 melee (2d6+6)
Space/Reach: 20 ft./15 ft. (20 ft. w/tail)
Special Attacks: Frightful Presence, Trample (2d12+24)
Special Qualities: Low Light Vision, Scent, DR 5/-
Saves: Fort +29, Ref +18, Will +15
Abilities: Str 35, Dex 10, Con 25, Int 2, Wis 13, Cha 2
Skills: Listen +18, Spot +19
Feats: Ability Focus (Frightening Presence, Trample), Awesome Blow, Endurance, Epic Fortitude, Epic Will, Improved Bull Rush, Improved Natural Attack (Bite), Improved Toughness, Iron Will, Power Attack
Environment: Warm Plains or Swamps
Organization: Solitary or Herd (2-8)
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: 33-44 HD (Gargantuan), 45-54 HD (Colossal)
Level Adjustment: ---
Titanosaurs are the biggest of the Orc warbeasts, often large enough to carry siege equipment, and paired together as a charging engine of destruction. Their bodies are often reinforced with metal armor and spikes to enhance their already incredible power. They appear as enormous 4 legged versions of the Carnodons.
Frightful Presence (Ex): Whenever a Titanosaur bellows or performs a Charge attack, all living opponents within 30' must make a DC 28 Willpower Save (Save DC is Charisma based with a +4 Racial Bonus) or be Shaken for the duration of the encounter.
Trample (Ex): DC 40 Reflex Save for half damage, Save DC is Strength Based.
Combat: Titanosaurs are held in reserve as siege engines. If they must enter battles they tend to charge the front lines and begin trampling foes.