Camptosaurus (CR 2)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: keen scent, low-light vision, Listen +4, and Spot +4
AC: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Hit Dice: 3d8+9 (22 hp)
Fort +6, Ref +5, Will +0
Speed: 50 ft.
Space: 10 ft./5 ft.
Base Attack +2; Grapple +9
Attack: Tail slap +0 melee*
Full Attack: Tail slap +0 melee*
Damage: Tail slap 1d6+1
Special Attacks/Actions: Stampede
Abilities: Str 17, Dex 15, Con 17, Int 1, Wis 9, Cha 4
Feats: Alertness, Run,
Skills: Jump +11, Listen +4, and Spot +4
Advancement: 4-9 HD (Large)
Climate/Terrain: Warm and temperate forests and hills
Organization: Pair or herd (6-36)
Keen Scent (Ex): A camptosaurus can detect creature through scent up to 60 feet away.
Stampede (Ex): A frightened herd of camptosaurs flees as a group from a perceived danger, literally running over creatures in their path. Large or smaller creatures caught in a camptosaur stampede take 1d12 points of damage for every five camptosaurs in the herd (Reflex DC 14 halves). The save DC is Strength-based.
Camptosaurs always flee from combat, but they will lash out with their tails if cornered or knocked down.
*A camptosaurus's tail slap is treated as a secondary attack and adds only half the camptosaurus's Strength bonus to the damage roll.
Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix