Ceratosaur (CR 7)

Huge Animal
Alignment: Always neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: low-light vision, scent, Listen +9, and Spot +10

AC: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Hit Dice: 14d8+59 (122 hp)
Fort +13, Ref +11, Will +6
Speed: 40 ft.
Space: 15 ft./10 ft.
Base Attack +10; Grapple +25
Attack: Bite +15 melee
Full Attack: Bite +15 melee
Damage: Bite 4d8+10
Special Attacks/Actions: Rend 2d8+10
Abilities: Str 24, Dex 14, Con 18, Int 2, Wis 15, Cha 10
Special Qualities:
Feats: Alertness; Improved Initiative; Run; Toughness; Track
Skills: Listen +9, Move Silently +8, and Spot +10
Advancement: 15-28 HD (Huge), 29-42 HD (Gargantuan)
Climate/Terrain: Warm forests
Organization: Solitary or pair
Treasure: None

Source: Serpent Kingdoms


The ceratosaur is not subtle in combat. It tries to catch prey by surprise, then relies on its speed and its powerful jaws to make the kill. If a pair of ceratosaurs is hunting together, one usually makes its presence known, causing prey to bolt into the waiting clutches of ifs partner.

Rend (Ex): A ceratosaur that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent's body and shaking it to tear the flesh. This attack automatically deals 2d8+10 points of damage.