DINOSAURS
Mesozoic monsters, from the mightiest to the weakest
by Stephen Innis
 
Categorizing dinosaurs The program and the players Concerning accuracy Dinosaur descriptions Meeting Mesozoic monsters
Period Pieces Triassic Jurassic Cretaceous Additional encounters
Mesozoic melee - - - Sources
Dragon - Monsters - Dragon 112
-
Ankylosaur Carnosaur Ceratopsian Chelonian, Marine Coelurosaur
Crocodilian Cynodont Deinonychusaur Dicynodont Ichthyosaur
Labyrinthodont Mosasaur Nothosaur Ornithomimosaur Ormthopod
Phytosaur Placodont Plesiosaur Pliosaur Prosauropod
Proterosuchian Pseudosuchian Pterosaur Rhynchosaur Sauropod
Scelidosaur - - - Stegosaur

The various and numerous beasts of the Mesozoic, "The Age of
Dinosaurs," include some of the most spectacular animals that ever
existed. It is not surprising, then, that they have been included in
the AD&D® game, which thrives on the spectacular. More than a
score of the better-known dinosaurs are included in official
works, along with a fair selection of their contemporaries. This is
far too many. It is also far too few.

This contradiction has its roots in the fact that while the number of different animals that are listed is high, the number of truly
different forms is small. Brachiosaurs or brontosaurs, camarasaurs  or  cetiosaurs  -- it?s all very much the same from the point of
view of the typical player, since they differ only in their hit dice
and the amount of damage they can do. Nor do gorgosaurs, allosaurs, megalosaurs, and tyrannosaurs differ all that much in the
nature of the challenge they present. Since they aren?t really all
that much different from one another, these monsters could be
presented in a more compact manner. Already, they are described
a c c o r d i n g   t o   t h e i r   g e n u s   n a m e s   i n   o f f i c i a l   w o r k s   (Tyrannosaurus,
Triceratops,  etc.). This is like calling all of the big cats (jaguars,
lions, tigers, leopards, and the rest)  Panthera  or all dogs and
wolves and jackals  Canis.  The same concept can be carried further, as it has been with other entries in the  Monster Manual.
The entries "elephant" and "mastodon" cover more than one genus
apiece, for instance, while "shark" covers every sort of predatory
shark that there is; the most extreme case, "herd animal," describes hundreds of different species at a single sweep. Mesozoic
animals can be adequately described in a similar way.

If similar forms are ranked together, then the other problem ?
the lack of variety ? becomes more obvious. Official works barely
begin to explore the possibilities. After all, the Mesozoic lasted a
long, long time. Even though only a fraction of Mesozoic life has
been uncovered, and even though only a fraction of it is of interest to typical AD&D game players, that still leaves a great number
of animals ? hundreds of genera and perhaps thousands of species. Among the missing are most of the small and medium-sized
dinosaurs, most of the plesiosaurs and their relatives, the majority
of pterosaurs, and the mammal-like reptiles. A keynote of the
AD&D game is variety (witness the hundreds of magical items and
spells, the numerous combinations of character class and race,
and three whole volumes of monsters), and additional creatures
mean additional variety, particularly since some of these animal
types have unique combinations of abilities and provide new challenges for player characters.

There are other reasons as well for taking a fresh look at Mesozoic animals in the AD&D game. For one thing, the view has
grown over the past decade or so that dinosaurs were not just big
reptiles. They were biologically comparable to birds or mammals,
or at the very least belonged in a category by themselves, unlike
other ?reptiles.? They may indeed have been warm-blooded, as is
indicated by several lines of circumstantial evidence. This makes
the animals themselves more useful and interesting and, more
importantly, it makes them harder for player characters to tackle,
since they now become faster and sometimes even smarter than
equivalent giant lizards. With its inclusion of dinosaurs and other
prehistoric animals, the AD&D game contains an element of science fiction, in that it uses the findings of the science of paleontology.
In science fiction, it?s always a good idea to be up to date,
especially if the latest ideas make better stories than the older
ones.

Another argument for redefining the Mesozoic monsters in
AD&D gaming is that the old information is not only out of date
but is occasionally inaccurate. For example, the description of
Tanystropheus  doesn?t correspond that closely to the fossil animal,
and neither does the animal listed as  Nothosaurus.  If the game is
to include material from paleontology, why not get it right, if only
for the sake of consistency? Then, too, there are inconsistencies
within the context of the game.  Monoclonius  and  Styracosaurus
are the same size and they are the same sort of animal, but they
differ in their hit dice (8 and 10, respectively). Again,  Elasmosaurus  and  Plesiosaurus  are quite similar in form and are given the
same lengths (though the  Plesiosaurus  known to paleontologists is
a lot smaller than  Elasmosaurus),  yet  Plesiosaurus  gets five more

hit dice. It would be better to keep things in proportion to one
another.

Finally, a Mesozoic setting is like any other game setting in that
it is more interesting and colorful if it is more complete, and the
DM has more detail and background than is available from the
game rules. While it is possible to glean material from various
popular books, many of them are out of date and none of them
were written with DMs in mind. The effort of finding the relevant
facts may be greater than it is worth, since creatures from the
Age of Dinosaurs can only be part of an ongoing campaign. It is
therefore useful to have the information most relevant to an
AD&D game campaign readily at hand.

For these reasons, a description and redescription of Mesozoic
animals in AD&D game terms is offered here. While it is entirely
unofficial and may contradict some official material concerning
Mesozoic monsters, it is designed to fit comfortably into the game
as a whole.

Categorizing dinosaurs

In describing animals from the Age of Dinosaurs, it is necessary
to use large categories, for the reasons mentioned earlier. For the
sake of convenience, it is best to use the names provided by scientists who classify these animals. Just which level of classification is
used here is a matter of convenience and depends on how much a
group of animals varies in its AD&D game characteristics. Typically, the names of orders, suborders, or infraorders of animals
are used. This is something like putting elephants, mammoths,
mastodons, and related animals under a single name (proboscidean) and including in the description a table that shows how the
AD&D game characteristics of the animals vary with size. The
space thus saved is used to give a more detailed description of the
animals and their habits, and to describe a greater number of
different groups.

Despite this space-saving technique, it is impractical to cover all
the Mesozoic animals. For the sake of simplicity, aberrant members of a group are left out unless they were common and widespread, in which case they get a separate listing. Small differences
within a group are simply glossed over. A great many small or
otherwise inoffensive animals are left out, unless they belong to
groups that include larger animals and can be conveniently listed
under the same heading. Just as the Monster Manual  doesn't describe rabbits or songbirds, these listings don't include animals
that are unlikely to interact with typical AD&D game adventurers.
Animals that are incompletely known (say, from a couple of arm
bones, jawbones, or teeth) are also left out, since a guess as to the
animal?s overall characteristics could turn out to be wrong whenever a more complete specimen is dug up. Besides, many such
animals can plausibly be fitted into established groups. Minority
groups are discriminated against here; if a type of animal doesn?t
have many representatives, then it is usually ignored. Finally,
there are animals that are adequately described in official works
and are not listed here, except in the encounter tables following
the descriptions of the animals (Tables Al, A2, and A3). Despite the
above omissions, just about any known Mesozoic land animal that
grew bigger than a woodchuck can be found somewhere in the
following descriptions.
Mesozoic animals have a number of features in common, summarized here in  Monster Manual  statistics.

%   IN LAIR:  5% (pelagic marine animals = 0%)
TREASURE TYPE:  Nil
ALIGNMENT:  Neutral
MAGIC RESISTANCE:  Standard
PSIONIC ABILITY:  Nil
Some general comments apply to these and other standard
characteristics.

FREQUENCY: The frequency given is for the animal in its most
characteristic habitat; elsewhere, it may be rarer or entirely absent. Larger animals within a classification are usually less com
mon, but no specific guideline is given since DMs usually choose a
level of challenge according to the powers of the player characters
encountering the animals.

NUMBER APPEARING: As stated in the Monster Manual,  this is
only a rough guide. This is even more so with extinct animals,
though where possible the range given is based on fossil tracks or,
failing that, on the behavior of similar modern animals.

ARMOR CLASS: Dinosaurs and mammal-like reptiles are given
an armor class like that of a similar mammal or bird, where such
comparisons are possible. Some dinosaurs have bony plates under
the skin and are therefore better armored than might be expected. Most of the other animals are given the armor class of
some equivalent reptilian creature from the  Monster Manual.  For
the sake of simplicity, animals are not usually given different
armor classes for different body parts, since this would complicate melee and other animals would logically require the same
treatment. Again, for the sake of simplicity, armor class does not
vary with size. Any advantage a creature gains by being bigger
and thicker-skinned is considered to be cancelled by decreased
mobility.

MOVE: As with armor classes, movement rates are based on
those of comparable animals that have already been defined in
AD&D game terms. Within a group, large land animals are often
slower than their mid-sized relatives because, although they have
a longer stride, their movements are proportionately slower, since
a stumble is more serious for a larger animal. In the water, increased size is not so much of a problem, and larger individuals
may be faster than smaller ones.
It should be noted that quadrupeds get a larger bonus for outdoor charging <(x1.5)> movement than humanlike creatures do (page 66,
Dungeon Masters Guide).  This means that a creature with a move
of 12" can still catch up with a running human. Like elephants,
the larger dinosaurs only  look  slow ? a deceptive characteristic
that can be used to advantage by the cunning DM. Bipedal dinosaurs should get the charging bonus for a quadrupedal animal,
since they are not built like humans and therefore deserve separate consideration.
Terrestrial animals of all sorts swim at their land movement
rates, to a maximum of 9?, if a swimming rate is not given in the
text. Finally, since many of the dinosaur groups became more
efficient at moving themselves around over time, a DM may opt to
reduce the movement rate of the earliest members of a group by
3? where the group spans the whole of the Mesozoic.

HIT DICE: Dinosaurs and mammal-like reptiles are given the hit
dice of birds and mammals of equivalent weight and diet. The
more reptilian animals are compared to crocodiles and giant lizards, which (to judge from examples in the Monster Manual)  are
to be granted fewer hit dice pound-for-pound than livelier animals
get.

% IN LAIR: The lair varies with the kind of creature and the
circumstances under which it is encountered. Marine animals that
never come inshore (pelagic marine animals) have no lair. Amphibious forms encountered in the lair are at a hauling-out spot like a
place where a seal, penguin, or crocodile spends its shore time.
Eggs or very young animals may be found there in season. Terrestrial animals encountered in the lair may be at a daily or nightly
resting place, a wallow, or a nest. Archosaurs (see below) and
mammal-like reptiles tend nests and nestlings, while the remaining
animals described here hide the eggs and leave the offspring to
fend for themselves.

TREASURE TYPE: While none of the animals listed here gather
treasure, they are not without monetary value in themselves. The
hide, horns, feathers, fur, shell, or teeth may have market value.
For instance, the tooth of a large carnosaur such as  Tyrannosaurus  might weigh up to 2 lbs., and sell for up to 12 gold pieces
(DMG, page 27) even if its novelty value is ignored (and carnosaurs
have a lot of teeth!). Horn similar to cow horn might be gathered
from the beak or horns of a ceratopsian such as  Triceratops.  Some
small dinosaurs may have decorative plumes, while the fur of
mammal-like reptiles might also be valuable. Hides of various sorts
might also be saleable, and the rapacity of some player characters
is such that they might explore other possibilities as well. DMs
may wish to curb this looting by considering how the novelty of
these materials might be a barrier to their sale.

NUMBER OF ATTACKS: The number of attacks is kept to a minimum where possible, though some account is taken of the tradition that grants AD&D game creatures an attack for each paw,
hoof, horn, and tusk. Typically, horned animals are only allowed a
single goring attack because the number of horns is quite variable
within a group, and because two or three horns aren?t demonstrably better than one in combat. Small animals may be given a single
attack representing all or part of an attack routine, since rolling
dice for tiny amounts of damage can get tedious.

SPECIAL ATTACKS: Large herbivores (those of size L weighing
300 lbs. or morel may trample size S or M creatures, as well as
any size L creature of less than half their own weight. A roll ?to
hit? is made whether the trampling is intentional or accidental,
and the damage done depends on the hit dice of the trampler: 2
HD = 1-4 points of damage; 3 HD = 1-6; 4-7 HD = 1-8; 8-11 HD
= 2-16; 12-15 HD = 3-24; 16-19 HD = 4-32; and every additional
4 HD equates to an extra 1-8 points of damage.

Trampling can be avoided if the victim has a superior movement
rate, but even this might prove impossible if the herbivores are
advancing along a broad front. Once hit, a trampled individual
may move no farther that round and takes trampling damage
from any additional large creatures that pass over the spot and hit
the victim (all rolls to hit are at +4, as the victim is considered to
be knocked flat). Even the toughest fighter is well advised to stay
away from a herd of panicky brontosaurs! Trampling may take
place at the end of a charge and may be combined with butting or
goring attacks, but not with kicks, bites, and other attack forms.
Some very large carnivores can swallow size S or M prey whole
on a successful ?to hit? roll of 18 or better. Those who survive the
initial biting damage may attack from the inside, but the exposed
portions of the innards are well protected (these beasts are
adapted  to swallowing things whole), and the position of the swallowed individual is distinctly awkward, so that the carnivore has
the same effective armor class inside as it has outside. The situation gets worse as time goes on. There is a cumulative penalty of
- 1 ?to hit? for each round spent inside.

In addition, all archosaurs (see below), nothosaurs, plesiosaurs,
and pliosaurs have a gizzard, which serves to pulverize food before it enters the stomach. The gizzard is hard and muscular, and
contains rocks, just like a bird?s gizzard. It inflicts damage equal to
a bite on each round following ingestion, with no ?to hit? roll
required. The swallowed individual dies in six rounds from suffocation regardless of other factors, but the body can be recovered
(more or less whole) for 1-3 hours thereafter unless the carnivore
has a gizzard. If the victim manages to inflict damage for more
than one round in a row, the carnivore spits it back up again and
can bite again at +4 ?to hit? while the prey is still recovering from
being regurgitated.

Any large creature may overturn water craft by rising up beneath them, attacking creatures in them, or thrashing about
nearby. This applies to habitually aquatic creatures as well as to a
tyrannosaur or brontosaur that happens to be taking a swim. The
weight of boat and animal are estimated and compared, and the
chance that the water craft capsizes is 10% for each 10% of the
boat?s weight the animal has. The chance is doubled if the water
craft is a canoe without an outrigger. The chance of capsizing is
checked each round as appropriate.

SPECIAL DEFENSES: Large animals may be unaffected by poisons, as indicated on page 81 of the DMG.

MAGIC RESISTANCE: Note that non-intelligent animals are particularly vulnerable to magical effects, as described on page 79 of
the  DMG.

INTELLIGENCE: Non-intelligent animals range in mental ability
from the jellyfish, a colony of brainless polyps, all the way up to
tropical fish, frogs, and lizards ? a considerable range indeed.
Animal intelligence covers everything from the brainiest reptilian
animals (such as crocodiles) up to the ability of an herbivorous
mammal or bird. Most non-intelligent animals  can  learn from
experience, and all the ones described here can show complex
behavior such as herding, cooperative hunting, and parental care,
though they may be in trouble if they meet situations that don?t fit
their programmed repertoires. However, these instincts are likely
to be quite adequate for dealing with tropical human and demihuman adventurers. Brontosaurs know very well that bothersome
small animals should be stepped on or ignored, and if that doesn?t
work, the brontosaurs should run away. Creatures of animal
intelligence are even cannier, and they may even learn to avoid
such things as pits and deadfalls if they can detect them.

SIZE: The measure given here is usually the animal?s head-to-tail
length. Since this may include quite a length of neck and tail (especially in the case of a dinosaur), the animal may not be quite so big
overall as might be guessed from the figures given. A 10?-long
dinosaur might not weigh any more than a large man, and a 25?-
long dinosaur might not be any heavier than a big rhinoceros.
Bipedal dinosaurs stand about half as high as they are long, at
least when they are on the move, because they lean forward when
they walk and stick out the tail behind for balance. They can
probably reach heights equal to about three-quarters of their total
length. This may turn out to be significant if player characters
seek refuge in trees.
Every tenth animal encountered is a juvenile, with 10% to 80%

of its adult hit dice and appropriately reduced attacks and altered
movement rates. Smaller and younger individuals are usually
nestlings with no effective attack, possibly under parental care,
while individuals with over 80% growth are effectively adults.

LEVEL/X.P. VALUE: These figures are not included in the description.
Calculating the experience point value of Mesozoic animals is not very time-consuming for the DM, since they have few
special abilities. Additionally, a display of the experience-point
value for each size and type of creature in the following descriptions would consume a great deal of space. As for the "level" of a
Mesozoic monster, any figure derived from the tables <(here, and, here)> in the DMG
is likely to be deceptive, at least in the case of the larger animals.
Since they are not particularly clever, dinosaurs and the like are
not as dangerous as, say, demons or elementals that are worth the
same number of experience points.

T h e p r o g r a m   a n d   t h e   p l a y e r s

The Mesozoic era is divided into three periods. From earliest to
latest, these periods are the Triassic, the Jurassic, and the Cretaceous, each one of which is tens of millions of years long.
Most of the prominent animals from the Mesozoic are archosaurs, which include the dinosaurs and the crocodilians. Birds are
descended from archosaurs, and it has even been argued that they
are  archosaurs, albeit of an unusual type. From the middle of the
Triassic right up to the end of the Mesozoic era, archosaurs of one
sort and another were very common. Of the animals listed here,
aetosaurs, phytosaurs, proterosuchians, and pseudosuchians form
a group of archosaurs from the Triassic, while crocodilians and
pterosaurs are separate groups on their own. The animals known
as dinosaurs are from two different groups of archosaurs: the
ornithischians (ankylosaurs, ceratopsians, ornithopods, scelido

saurs, and stegosaurs) and the saurischians (carnosaurs, coelurosaurs, deinonychosaurs, ornithomimosaurs, prosauropods, and
sauropods). All archosaurs have a gizzard and a four-chambered
heart that permits an active mammal-like or birdlike lifestyle.
They lay hard-shelled eggs and which they tend and guard in
nests. Like crocodiles or birds, they tend the young after hatching
time as well, and may even nest in colonies. The eggs are as large
as an ostrich egg in the largest species. Small, active, terrestrial
archosaurs may have feathers for insulation. Large archosaurs, or
those that spend much time in the water, have scaly or warty skin.
The mammal-like reptiles were prominent in the Triassic, and
are represented here by cynodonts and dicynodonts. They include
the ancestors of the mammals, and they resemble some of the
more reptilian mammals such as the platypus and echidna. They
suckle their young and may bear fur and whiskers, but they lay
leathery eggs which they care for in a nest or carry about in a
pouch. They are warm-blooded, if somewhat less active than a
mammal or a dinosaur.

Except for the labyrinthodonts, which are amphibians, the rest
of the animals described here are more typically reptilian. They
are a mixed bag of generally unrelated types and are more fully
described in their particular entries.

The animals listed under "Dinosaur" in the  Monster Manual  and
its companion volume are shown in Table B with their classification under the new system proposed here. All are accounted for,
except for creatures which are not from the Mesozoic and except
for  Tanystropheus.  As explained in Table B, the Tanystropheus
known to paleontologists is much smaller than the one described
in  Monster Manual II  and has a somewhat different appearance.
Because it is small, aberrant in form, and cannot be included in a
larger group, it is not further described here.

In some cases, the suggested number of hit dice for a creature is
different from the number given in official works. This is usually
because of differing information concerning the size of the beast,
but it may also be that the number differs slightly because the hitdice estimate for the creature fits into a system and must be balanced against the numbers given to similar creatures.

Concerning accuracy

As well as the simplifications already mentioned, there are other
alterations of the facts for the sake of clarity. Each period of the
Mesozoic lasted a long, long time; saying that a set of creatures
lived in the Cretaceous is like saying that humans, three-toed
horses, and giant predatory birds all appeared "sometime after the
dinosaurs." With such long spans of time, it is convenient to drop
out fine details. If a small percentage of a group was present during a period, it is left out entirely, and if the group survived for
only part of a period, it is left out as well. On the other hand, any
animal that existed in fair numbers through a good part of the
Cretaceous is included in the list of Cretaceous beasties, even if it
didn?t live at exactly the same time as the rest of them. The upper
and lower size limits for the members of a group are yet another
area of simplification, being less well defined and certain than the
precise limits given would imply.

In addition to such simplifications, there are extensions and
embellishments of the bare scientific facts. Evidence for such
things as skin coverings and behavior patterns is hard to find, but
such things may turn out to be important in an AD&D game adventure, so a number of plausible assumptions are passed off as
fact. These are usually the speculations of paleontologists, with
some basis in fossil evidence, but in some cases the only basis is
comparison with animals alive today. Where there is more than
one possible interpretation of the evidence, the one that makes the
best AD&D game creatures is chosen. The result is not science but
science fantasy.

D i n o s a u r d e s c r i p t i o n s
 
Ankylosaur Carnosaur Ceratopsian Chelonian, Marine Coelurosaur
Crocodilian Cynodont Deinonychusaur Dicynodont Ichthyosaur
Labyrinthodont Mosasaur Nothosaur Ornithomimosaur Ormthopod
Phytosaur Placodont Plesiosaur Pliosaur Prosauropod
Proterosuchian Pseudosuchian Pterosaur Rhynchosaur Sauropod
Scelidosaur - - - Stegosaur

Meeting Mesozoic monsters

    Of the various ways in which Mesozoic animals may be introduced into a campaign, the "lost world" theme is perhaps the best known, since it has become something of a tradition in fantasy: an island, valley, or (as in Arthur Conan Doyle's original) a plateau cut off from the rest of the world. This is a useful approach, if a somewhat limited one. It has the advantage that the Mesozoic animals can be used as a unit, as a single episode in the careers of the PC adventurers.

    The DM designing such a scenario must decide whether the lost
world contains animals from just one period of the Mesozoic or
from more than one, and whether or not there are any non-Mesozoic
inhabitants such as cavemen, mammoths, modern creatures,
or fantastic creatures. It is also advisable to apply some
thought to the question of how big the area is. This is not a trivial
question for those who worry about plausibility, since it takes a
large chunk of real estate to support a few sauropods, and a large
number of sauropods to support a breeding population of carnosaurs. The greater the number and variety of animals in the lost world, the bigger it must be. It may be best to think in terms of
thousands of square miles in setting up the enclave.

    Finally, some thought might be devoted to the question of how
all of these animals are penned in and how other animals are
excluded. Most large animals can be kept in by steep terrain, and
even small ones can be stopped by extremely hostile land such as
sand desert or permanent ice. The designer may also wish to
experiment with the idea of poisonous cloud-banks, which aren't
out of the question in a fantasy world. Whatever barrier is used,
though, it's hard to see how it could hold back a pterosaur, which
can sail along for days at high altitude with hardly a flap of the wings. <check: WSG, Flying Mounts>
The large aquatic animals so conveniently placed around an undiscovered island are similarly hard to explain, though
deep waters and cold currents might just possibly do the trick. The
whole lost-world concept seems to be based on the questionable
idea that Mesozoic animals couldn't survive in a world full of modern fauna, and that they therefore need protection.

    Another approach, one implied in the encounter tables at the back of Monster Manual II, is that Mesozoic animals might be a
normal part of the campaign world wherever the weather is
warm enough. Certainly this doesn't have any of the problems of a
lost-world scenario, since there's plenty of room and no need to
worry about such barriers. Most of the Mesozoic fauna retain an exotic flavor with such an arrangement, since most campaigns are set in a cool temperate area, and most Mesozoic animals won't stray that far north. They wouldn't be all that far away, though. If Mesozoic fauna were loose in the real modern world, they would probably thrive as far north as the Gulf Coast states or California.

    In any case, the larger and more spectacular Mesozoic animals
are likely to be restricted to wilderness areas, just like the larger
members of the modern fauna, since civilizations are hard on
large animals. Small and medium-sized Mesozoic animals might
well turn out to be significant even in the more heavily settled
areas, though. In warm and mild areas, the presence of such
animals as large sauropods could help explain how dragons get by
when the supply of human meat runs low.

    An idea worth exploring is that the dinosaurs might visit the
adventurers, rather than the other way around. Mesozoic creatures
were often spectacularly successful in their own times, and
they might be all too successful in modern settings as well. Imagine
the havoc a small band of sauropods could wreak in local forests!
(The wreckage of torn turf and toppled trees that elephants leave
behind only begins to approximate what a hungry sauropod might
do.) Smaller dinosaurs and their Mesozoic allies and rivals might
be an even bigger problem, since they could be harder to find and
catch. Imagine ornithomimosaurs gobbling down the year's crop
of grain, or deinonychosaurs ambushing travelers in the woods.
Some of the animals could prove to be prolific, aggravating the
problem. As for the aquatic animals, imagine their effect on local
shipping: what sailor would go out on waters where a snaky head
might pop up and snatch him off the deck at any moment? In cool
climates, cowardly PCs might simply wait for winter
(though in the meantime locals might be eaten, or might starve to
death), but this won't work in tropical or subtropical areas, and in
any case some Mesozoic animals might possess the instincts for
seasonal migration, in which case they could be back next year!

    These scenarios allow for a number of possibilities, including
freelance bounty-hunting and trouble-shooting on the part of
PCs or organized crusades to eliminate the monsters.
They work best of all, of course, if the PCs
have acquired holdings or responsibilities in an area. An invasion
of dinosaurs and their contemporaries could be costly and
troublesome as an invasion from the neighboring kingdoms. In
fact, the two might be combined if the neighbors detect a weakness
caused by the first invasion, or if they blame PCs
for the appearance of the monsters.

    Now that time elementals and a Plane of Time have been introduced into the AD&D game (in Monster Manual II), there is yet another opportunity for Mesozoic madness: time travel. (This
might explain the above-mentioned invasion of Mesozoic monsters -- a hostile time elemental? an uncontrolled time-gate?) While
short-range travel would have to be ruled out because of the
confusion caused by time paradoxes and the like, long-range journeys needn't present such problems. PCs might visit
the distant past through the agency of cursed scrolls, deities (hostile, friendly, or just bored), gate effects (one-way or otherwise),
the functioning or malfunctioning of new magical items, or the
machinations of artifacts and relics. (Perhaps some of the "relics"

in a campaign world were crafted so long ago that they add a
whole new meaning to the word ?artifact?; perhaps they?d like to
go ?home.?) However they get there, player characters in Mesozoic
settings must face an alien and sometimes hostile landscape in
addition to the animals that inhabit it. They may also be worried
about how they might return home as something other than fossils, though this varies according to the circumstances of their
arrival. In many ways, the challenge is comparable to that of visiting another plane, an alternate world, or an alien planet. Clerics
are cut off from their not-yet-in-existence deities (since AD&D
game deities are merely immortal, not eternal), thieves are out of
contact with their familiar cities and victims, fighters are far from
the nearest weaponsmiths, and magic-users are cut off from the
magic that permeates most campaign worlds. Finding food, shelter, and material components for spells is a whole new exercise.
In designing and refereeing adventures in ?unearthly,? environments such as this, it is well for the DM to have relevant information ready at hand, concerning the various things adventurers
might notice about their prehistoric surroundings. This sort of
local color can be applied to any of the above concepts, though it
works best with the time-travel scenario.

P e r i o d   p i e c e s

Information on the climate, terrain, plant life, and minor animal
life not only adds color to the adventure, but also indicates some
of the challenges that player characters must face if their stay in a
Mesozoic setting is prolonged ? most particularly the problems of
supply and shelter. The surroundings, at the same time alien and
hauntingly familiar, may prove as difficult as the large animals
themselves.

The creator of a Mesozoic setting should remember that each
period of the Mesozoic not only spans a great deal of time, but
also that each era within the Mesozoic offers its own new world,
The Mesozoic had its deserts, deep seas, high mountains, arid
plains, and chilly northern forests, as well as the better known
rain forests, swamps, and warm shallow seas. Only a polar icecap
is implausible, and even that wouldn't be entirely out of place in
some Triassic settings.

That said, it is noteworthy that Mesozoic climates were milder
than those of earlier and later eras. Tropical and subtropical conditions extended far north and south of the equator, and warm
temperate climes sometimes reached to the poles. Adventurers
might be treated to the sight of the midnight sun in a land of palm
t r e e s   a n d   t r o p i c a l   r e e f s ,   o r   t h e   w i n t e r   d a r k n e s s   i n   a   f o r e s t   f a r
n o r t h   o f   t h e   a r c t i c   c i r c l e .   F o r   m o s t   o f   t h e   M e s o z o i c ,   t h e   o c e a n s
reached farther onto the continents, leaving shallow seas over the
low-lying parts and giving most places a mild coastal climate. This
doesn't rule out deserts, though. Some of the most notable deserts
of today extend right down to the water. Rain was seasonal in
many Mesozoic climates, so droughts and forest fires are not at all
out of the question. Imagine trying to evade a forest fire and
herds of fleeing dinosaurs at the same time!

The plant life and minor animal life are sketched in below for
each Mesozoic period. It would be impossible to cover everything,
so the emphasis is on what might be immediately relevant or
noticeable to AD&D game adventurers. The information has been
simplified and padded out, since accurate data on plants and small
animals is hard to find. Their fossil records are poor, and such
data isn?t often featured in popular books. The DM can decide on
the basis of the material here what components are available for
spells (especially druidic ones) and which of the giant animals in
t h e   Monster Manual  might be added to the scene if a larger cast of creatures is required.

Triassic:  The earliest part of the Mesozoic is the most alien to
the eyes of player characters. Conifers are numerous, and yew
trees are present, too, along with cycads (which look like palm
trees but bear cones), tree ferns, and common ferns.
Other common plants are less familiar: trees with plum-like fruit and fanshaped leaves, plants that look like cycads but bear flowers on
their trunks, and plants that look like ferns but bear seeds and
grow to tree size. In swampy areas, there are giant lycopods,
which look like a cross between a palm tree and a giant moss.
Large horsetails replace the reeds and rushes of modern times.
None of the modern flowering plants ? hardwood trees, wild
flowers, or grasses ? are present.

There are animals that look like lizards, rodents, and salamanders, but the ?rodents? are mammal-like reptiles, the ?lizards? are
unrelated to modern ones, and the ?salamanders? are small labyrinthodonts. No true frogs and toads exist. The turtles bear teeth
and won't be able to pull into their shells, and no sea turtles and
tortoises exist. Among insects, the ants, bees, wasps, butterflies,
bloodsucking lice (unless a half-orc unwittingly imports some), and
a great many sorts of flies are absent. The rest of the arthropod
world is out in force, however, so spells like creeping doom and
summon insects should work quite well. Missing from the land are
birds, snakes, land snails, and slugs.

    Many seashore animals look familiar, but there are no crabs
scuttling about. (Incidentally, trilobites are from a much earlier
time and are not present.) The coral reefs look familiar, even if
some of their inhabitants are strange. Sea lilies may be found
which are dozens of feet long from "stem" to "petals." Ammonoids and nautiloids, looking like octopi in spiral shells, are numerous,
and other cephalopods exist that resemble squids, though true
squids and octopi are absent.

    Many fishes resemble modern types, but most are covered in thick scales like those of a modern gar. Numerous lungfishes and
coelacanths are found in fair numbers almost everywhere, as are
eel-like freshwater and marine sharks, but no skates or rays are present.

T A B L E   A 1 :   T r i a s s i c   E n c o u n t e r s (animals by terrain and frequency on that terrain)
 
Mountains Hills Forest Desert Fresh water, surface Fresh water, depths Swamps Plains Salt water, 
surface
Salt water, 
depths
Pseudosuchian (C) Dicynodont (C) Aetosaur (C) Pseudosuchian (C) Labyrinthodont (C) Labyrinthodont (C) Aetosaur (C) Dicynodont (C) Ichthyosaur (C) Ichthyosaur (C)
Cynodont, carnivore (U) Prosauropod (C) Dicynodont (C) Cynodont, carnivore (U) Nothosaurus (C) Nothosaur (U) Dicynodont (C) Prosauropod (C) Nothosaur (C) Placodont (C) 
Cynodont, herbivore (U) Pseudosuchian (C) Prosauropod (C) Cynodont, herbivore (U) Dicynodont (U) (1) Dicynodont (R) (1) Phytosaur (C) Pseudosuchian (C) Placodont (C) "Barracuda" (U) (3)
Dicynodont (U) Rhyncosaur (C) Pseudosuchian (C) Prosauropod (U) Phytosaur (U) Phytosaur (R) Prosaurapod (C) Carnosaur (U) (1) Portuguese man-o-war (U) Nothosaur (U)
Prosauropod (U) Aetosaur (U) Rhynchosaur (C) Carnosaur (R) (1) Carnosaur (R) (1)  Shark (R) (4) Pseudosuchian (C) Cynodont, carnivore (U) Shark (U) Shark (U)
Aetosaur (R) Carnosaur (U) (1) Carnosaur (U) (1) Dicynodont (R) Proterosuchian (R) Carnosaur (VR) (1) Rhynchosaur (C) Cynodont, herbivore (U) "Barracuda" (R) (3) -
Carnosaur (R) (1) Cynodont, carnivore (U) Cynodont, carnivore (U) Proterosuchian (R) Shark (R) (4) - Carnosaur (U) (1) Proterosuchian (U) - -
Proterosuchian (R) Cynodont, herbivore (U) Cynodont, herbivore (U) Rhynchosaur (R) - - Cynodont, carnivore (U) Rhynchosaur (U) - -
Rhynchosaur (R) Proterosuchian (U) Proterosuchian (U) Aetosaur (VR) - - Cynodont, herbivore (U) Aetosaur (R) - -
- - - - - - Labyrinthodont (U) - - -
- - - - - - Proterosuchian (U) - - -

(C): Common
(U): Uncommon
(R): Rare
(VR): Very rare

(1) Triassic carnosaurs do not exceed 10 HD.
(2) Semiaquatic form. <this does not appear on the above table!>
(3) Similar but unrelated form, 3" slower.
(4) Triassic fresh-water sharks do not exceed 4 HD.

Jurassic: In many ways, Jurassic scenes are like Triassic ones.
The large lycopods and seed ferns are gone, but little else in the
plant world is changed. Turtles are fully toothless, the rodentlike
animals may be called true mammals, and the lizards and salamanders are like modern ones. True frogs and toads hop about the landscape. To the hordes of insects are added ants and wasps.

Birds, hardly to be distinguished from small coelurosaurs, are
found in and around the trees. There are numerous small rhamphorhynchoid pterosaurs. Slugs and land snails have put in an
appearance. There are crabs at the seaside (looking somewhat lobsterlike), and squids have joined the other cephalopods. There
are fewer lungfish and coelacanths, but more sharks.

T A B L E   A 2 :   J u r a s s i c   E n c o u n t e r s (animals by terrain and frequency on that terrain)
Mountains Hills Forest Fresh water, surface Fresh water, depths Swamps Plains Desert Salt water, surface Salt water, depths
Coelurosaur (C) Coelurosaur (C) Coelurosaur (C) Crocodilian (C) Crocodilian (C) Coelurosaur (C) Coelurosaur (C) Coelurosaur (C) Crocodilian, marine (C) Crocodilian, marine (C)
Ornithopod (U) (1) Ornithopod (C) (1) Ornithopod (C) (1) Plesiosaur (U) Plesiosaur (U) Crocodilian (C) Ornithopod (C) (1) Ornithopod (U) (1) Ichthyosaur (C)  Ichthyosaur (C)
Carnosaur (R) Carnosaur (U) Sauropod (C) Sauropod (U) Sauropod (R) Ornithopod (C) Carnosaur (U) Carnosaur (R) Plesiosaur (C)  Shark (C)
Scelidosaur (R) Sauropod (U) Carnosaur (U) Carnosaur (R) Carnosaur (VR) Sauropod (C) Scelidosaur (U) Scelidosaur (R) Shark (C) "Barracuda" (U) (2)
Stegosaur (R) Scelidosaur (U) Scelidosaur (U) - - Carnosaur (U) Stegosaur (U) Stegosaur (R) Crocodilian (U) Plesiosaur (U)
- Stegosaur (U) Stegosaur (U) - - Scelidosaur (U) Sauropod (R) - Pliosaur (U) Pliosaur (U)
- - - - - Stegosaur (U) - - Portuguese man-of-war (U) Crocodilian (R)
- - - - - - - - "Barracuda" (R) (2) Shark, giant (R)
- - - - - - - - Shark, giant (R) -

(C): Common
(U): Uncommon
(R): Rare
(VR): Very rare

(1): Jurassic ornithopods do not exceed 8 HD.
(2): Similar but unrelated form, 3" slower.

<footnote 1 is missing in a few places on the table>
<note that there are 2 crocodilian entries under Salt water, depths>

Cretaceous:  The Cretaceous plant world is very different from
that of the rest of the Mesozoic. Conifers continue and the rest of
the Jurassic plants are present, but the flowering plants have
arrived: magnolia, walnut, poplar, and willow, beech and maple,
and many more, along with palms, ivy and poison ivy, grapevines,
elderberries, water lilies, cattails, and others. The druid's oak,
mistletoe, and holly are present, though not exactly the sorts one
is used to seeing. Only the grasses are missing.

Small land animals bear a familiar aspect.
Modern types of lizards may be recognized, and the small mammals include opossums and shrewlike forms.
The only insects missing are horseflies, deerflies, and other types that attack large mammals. There are
birds in abundance: many modern types, as well as other less
familiar birds that bear teeth. Still missing are songbirds (including
ravens and crows), hummingbirds, and modern birds of prey.
There are snakes, but only large constrictors and small burrowers
without poison. The reefs include large bivalve molluscs the size
and shape of drinking horns. Octopi join the other cephalopods.

    The older, heavy-scaled fishes have been partly replaced by
modern types, including recognizable relatives of the tarpon, eel,
herring, and cod. Still missing are the spiny-finned fishes and their relatives such as swordfish, perch, flounder, and sea horses. Gar
and sturgeon may be recognized. The coelacanths and lungfish
are rare. Sharks flourish, and the rays have appeared.

T A B L E   A 3 :   C r e t a c e o u s   E n c o u n t e r s (animals by terrain and frequency on that terrain)
Mountains Hills Forest Desert Fresh water, surface Fresh water, depths Swamps Plains Salt water, surface Salt water, depths
Coelurosaur (C) Ceratopsian (C) Ceratopsian (C) Coelurosaur (C) Crocodilian (C) Crocodilian (C) Coelurosaur (C) Ceratopsian (C) Chelonian, marine (C) Chelonian, marine (C)
Ceratopsian (U) Coelurosaur (C) Coelurosaur (C) Ornithomimosaur (C) Pterosaur (C) Plesiosaur (U) Crocodilian (C) Coelurosaur (C) Ichthyosaur (C) Ichthyosaur (C)
Ornithomimosaur (U) Ornithomimosaur (C) Ornithomimosaur (C) Pterosaur (C) Ornithopod (U) (1) Ornithopod (R) (4) Ornithopod (C) Ornithomimosaur (C) Mosasaur (C) Mosasaur (C)
Ornithopod (U) Ornithopod (C) Ornithopod (C) Ceratopsian (U) Plesiosaur (U) Snake, constrictor (R) Pterosaur (C) Ornithopod (C) Plesiosaur (C) Ray, sting (C)
Pterosaur (U) Ankylosaur (U) Ankylosaur (U) Deinonychosaur (U) Carnosaur (R) Carnosaur (VR) Ankylosaur (U) Pterosaur (C) Pterosaur (C) Shark (C)
Snake, constrictor (U) Carnosaur (U) Carnosaur (U) Ornithopod (U) Crocdilian, terrestrial (R) Crocodilian, terrestrial (VR) Carnosaur (U) Ankylosaur (U) Shark (C) "Barracuda" (U) (2)
Ankylosaur (R) Deinonychosaur (U) Deinonychosaur (U) Ankylosaur (R) Sauropod (1) (R) Sauropod (VR) (1) Crocodilian, terrestrial (U) Carnosaur (U) Crocodilian (U) Plesiosaur (U)
Carnosaur (R) Pterosaur (U) Sauropod (U) (1) Carnosaur (R) Snake, constrictor (R) - Sauropod (U) (1) Deinonychosaur (U) Pliosaur (U) Pliosaur (U)
Deinonychosaur (R) Snake, constrictor (U) Snake, constrictor (U) - - - Snake, constrictor (U) Crocodilian, terrestrial (R) Portuguese man-o-war (U) Ray, manta (U) (3)
- Sauropod (R) (1) Crocodilian, terrestrial (R) - - - Deinonychosaur (R) Sauropod (VR) (1) "Swordfish" (U) (2) "Swordfish" (U) (2)
- - Pterosaur (R) - - - Ornithomimosaur (R) - "Barracuda" (R) (2) Crocodilian (R)
- - - - - - - - Ray, manta (R) (2) Shark, giant (R)
- - - - - - - - Shark, giant (R)

(C): Common
(U): Uncommon
(R): Rare
(VR): Very rare

(1): Cretaceous sauropods do not exceed 24 HD.
(2): Similar but unrelated form, 3" slower.
(3): Harmless non-fantastic form (plankton eater); no effective bite.
(4): Semiaquatic "duck-billed" dinosaur.

Tables Al, AZ, and A3 provide lists of the larger fauna for each
Mesozoic period in the style of the  Monster Manual II  encounter
tables. Animals with less than ½ HD are not included, since they
are not usually significant to adventurers. If needed, lists can be
compiled from the animals described above and from the smaller
representatives listed in the ?A? tables, and the DM should allow
two encounter checks for every one with larger animals. Otherwise, the lesser fauna can just be used to set the scene. In creating
encounter tables from these lists, the DM should choose a particular subtype and hit die size for each entry (for example "ankylosaur, nodosaurid, 5 HD" or "ornithopod, 12 HD"). This saves time
when the animals are encountered randomly. Some terrain types
have no listing for rare or very rare animals. These slots can be
filled with the less-common members of the larger groupings. For
instance, large carnosaurs are less common than smaller ones.

Additional encounters

    There are a number of other creatures from the  Monster Manual  and related works that wouldn't be out of place in Mesozoic
settings. The most appropriate of these are merely larger versions
of animal types present in the Mesozoic. Giant eels, giant octopi,
giant sea turtles, giant "rats" (to represent the small mammals),
giant constricting snakes, giant lampreys, and a number of others
could merely be larger versions of animals found in one or another of the periods of the Mesozoic.
The feel of a particular Mesozoic period can still be retained even if more fantastic creatures
such as giant insects, crabs, spiders, and centipedes are added

(each in the appropriate period). Giant frots and toads and other
magically supported or altered creatures might also be added.
However, the Mesozoic has an abundance of animal types already.
The more interesting additions are the intelligent creatures.

The field of candidates for intelligent Mesozoic races is large,
but it can be narrowed considerably if all those that partake heavily of human characteristics, or are mammals, or are common and
widespread in the campaign world are eliminated from the onset.
After all, the Mesozoic is billed as the Age of Reptiles, and there
are plenty of the more manlike species at home in the adventurers? native settings. Of the remaining creatures, there are two
main groups, though they overlap a bit: those that can be represented as relatives of real Mesozoic animals, and those that could
be immigrants from other times, assuming the possibility of some
means of time travel.

Of the first group, lizard men are the prime candidates. With
some minor modifications in their depiction, they could be passed
off as the descendants of semiaquatic coelurosaurs. With a world
to themselves, the lizard men might be more diverse. There could
be exceptional individuals with magic-user abilities. There could
be cities, towns, and nations. There could be groups of different
alignments. There might even be different species ? lighter,
swifter types, for instance, farther inland, or aquatic varieties
farther out at sea. In part, the diversity depends on how many
other intelligent species exist with which the lizard men share
their world. For instance, troglodytes might be included and given
the same sort of ancestry. The kuo-toa or the locathah might be
depicted as bizarre descendants of labyrinthodonts or lobe-finned
fishes, though there is more science fantasy and less science fiction involved here. Perhaps the kuo-toa would still be surface
dwellers in a Mesozoic world. Further toward the fantastic, the
ixitxachitl might be included in Cretaceous settings, since they
seem to be a sort of ray.

Other than the natives, there might be a number of other intelli-
gent non-mammalian creatures that have somehow arrived and
flourished in a Mesozoic setting: dragons, bullywugs, grippli,
krakens, ophidians, and yuan-ti, to name only a few. Since they
h a v e   a c c e s s   t o   t h e   P l a n e   o f   T i m e   v i a   probability travel,  the illithids
(mind flayers) might also be included in a Mesozoic setting, particularly if there are intelligent races on which they may prey, In
such a setting, they might be merely nocturnal rather than subterranean in nature.

Suppose that after they have traveled back in time to the Mesozoic, some particularly adventurous player characters choose to
explore the Inner or Outer Planes, It is a fair bet they won?t find
genies, demons, and devils of manlike form in the distant past, not
if the DM is an imaginative one. Perhaps the residents of the other
planes are modeled on whatever intelligent creature dominates
the Mesozoic Prime Material Plane (as per the nonhuman deities
of  Deities & Demigods),  or perhaps the Inner or Outer Planes are
uninhabited or even nonexistent. If player characters spend a
significant amount of time exploring the Mesozoic, the DM will
have to give at least some attention to the problem. For instance,
what happens when elementals are summoned, or when various
spells that contrast or conjure up creatures from the Outer Planes
are used? The safest course is to rule that these spells simply fail,

but brave and imaginative DMs may wish to try out a few interesting ideas of their own.

Mesozoic melee

Even if Mesozoic animals are granted the greater intelligence
and speed suggested here, smaller animals are added to the mix,
and they are placed in a larger context with environmental challenges, and even if a few appropriate intelligent creatures are
included in the scenario, there is still a problem that crops up
sooner or later: big-game hunting. While it may be exciting the
first time some dull-witted fighter slugs it out toe-to-toe with a
triceratops, it can hardly be interesting the second time. The
sheer number of hit points and melee rounds involved make repeated combats with large creatures tedious, since there aren?t
many possibilities in the situation. The largest creatures to walk
the earth, even the imaginary earth the player characters live on,
become boring. Some further considerations may prevent this,
however, if the DM takes them into account.

One problem with Mesozoic animals in the game, or for that
matter with any animals in the AD&D game, is that the DM may
forget to take the surroundings into account. These beasts are
well adapted to their native haunts, and have a "home advantage."
What is more, interactions with other animals may turn out to be
important. Large sauropods are a good example of this. On the
face of it, they shouldn't be any great challenge to intelligent players,
since the characters are more mobile and have distance weapons (if nothing else, they can simply shoot their victim to death if
they have enough arrows). Sauropods are most likely to be found
in marshes and forests, though -- hardly the best places for a
running or even for a running man. While the sauropodss
won't be greatly inconvenienced (they belong there), humans or
horses are slowed by undergrowth (which the sauropods ignore),
fallen trees (which the sauropods step over), and boggy ground
(which sauropods simply wade through). Though the rulebooks
provide no specific guidelines on this point, it is clear enough that
the sauropods have the advantage of mobility, not the PCs.
If they decide to trample their small foes, they can probably
do it. If they choose to flee, they can probably get away.
Sauropods might be seen, heard, and even smelled from a considerable distance, but it could prove impossible to keep up with them. Then, too, any herd of sauropods is likely to have a few
predators and scavengers in attendance, waiting for an easy meal.
The weakened or preoccupied hunter might be the victim of
carnosaurs or coelurosaurs.

    The sauropods are just one example. Similar considerations
apply in other environments, particularly aquatic ones. PCs
may find that it is unwise to attack a large animal from
a small boat (that is, if they want to keep the boat), and that melee
almost invariably attracts predators. Even fairly small aquatic
animals might simply hold swimmers under until the swimmers
drown. Such considerations may force players to give more
thought to the actions and strategies of the characters they play.

    Another aspect of large animals is that they have a unique place
in the game system from the DM's point of view. The more HD
a creature has, the more special abilities it tends to have, so
that monsters with a lot of HP tend to have intelligence and
talents that make them more dangerous than they would otherwise
be. Large animals are an exception to the general rule; despite
their impressive HP totals and the large amounts of
damage they can inflict, they have few special abilities and limited
intelligence. The incautious DM may be fooled into thinking that
they may be compared to demons or dragons that are in the same
HD range, with the result that the Mesozoic monsters enter hte
campaign too late, when the characters have already reached high
experience levels.

    A large animal presents little challenge to characters of high
level, not so much because these characters have good armor-class
ratings and high hit-point totals, but because they tend to be
highly mobile and have a large number of powerful distance
weapons. It is better to introduce these animals when the characters are at a lower level of experience, when there is less temptation to depend on sheer power and more incentive to use clever
strategies. Large animals are a good introduction to the idea of
using brain rather than brawn, using indirect and perhaps nonlethal approaches rather than frontal and violent attacks. The rewards are high, in the form of experience points gained, and the
price of foolishness is also high, since a direct confrontation is
likely to result in the destruction of the player characters.

S o u r c e s

Numerous books have been written on the dinosaurs and their
contemporaries. The DM in search of material that might be used
to color descriptions may find an abundance of information at any
library. Of the various popular books on Mesozoic life, John C.
McLoughlin's  Archosauria  and  Synapsida  both provide colorful
commentary and an abundance of excellent illustrations. David
Lambert's  A Field Guide  to  Dinosaurs  is also recommended. In
looking through a collection of books on prehistoric animals, it is
well to remember that personal bias can play a big part in popular
presentations. It is also a good idea to take a look at the copyright
dates on some of the more tattered tomes -- the book itself may
be a fossil.

T A B L E   B :   " D i n o s a u r s "   f r o m   t h e  M o n s t e r   M a n u a l   v o l u m e s   r e d e s c r i b e d
 
Species New classification HD*
Anatosaurus ornithopod 10-11
Ankisaurus prosauropod 1/2
Ankylosaurus ankylosaur, ankylosaurid 11
Antrodemus carnosaur 14-16
Apatosaurus sauropod, diplodocid 21-22
Archelon chelonian, marine 7
Brachiosaurus sauropod, brachiosaurid 31-36
Camarasaurus sauropod 19-20
Camptosaurus ornithopod to 7
Ceratosaurus carnosaur 8-10
Cetiosaurus sauropod 13-18
Compsognathus coelurosaur 1 hp
Dacentrurus stegosaur 5
Deinonychus deinonychosaur 3-7
Dilophosaurus carnosaur 10
Dimetrodon Not Mesozoic; synapsid reptile from Permian -
Dinichtys Not Mesozoic; placoderm fish from Devonian -
Diplodocus sauropod, diplodocid 23-24
Elasmosaurus plesiosaur 10
Euparkeria pseudosuchian 1 hp
Gorgosaurus carnosaur, tyrannosaurid 15-16
Iguanodon ornithopod 10
Kentrosaurus stegosaur 5
Lambeosaurus ornithopod 12-13
Mamenchisaurus sauropod, diplodocid 21-22
Massopondylus prosauropod 3-4
Megalosaurus carnosaur 13-14
Monoclonius ceratopsian (horned) 8
Mosasaurus mosasaur 12
Nothosaurus nothosaur 2-4
Ornitholestes coelurosaur 5
Paleoscincus ankylosaur, nodosaurid 9
Pentaceratops ceratopsian (horned) 9
Phororhacos Not Mesozoic; flightless bird from Miocene -
Plateosaurus proqauropod 8
Plesiosaurus plesiosaur 4-5
Podokesaurus coelurosaur 5
Pteranodon pterosaur, pterodactyloid 2
Pterosaur, giant pterosaur, pterodactyloid 4
Stegosaurus stegosaur 10
Struthiomimus ornithomimosaur 3
Styracosaurus ceratopsian (horned) 8
Xmystropheus 
<cf. Tanystropheus>
Lizardlike animal from Triassic with long tail, long stiff neck, and small head: 13' in all, with a 2'-long body; no effective attack -
Tennodontosaurus ichthyosaur 10
Teratosaurus carnosaur 10
Triceratops ceratopsian (horned) 12
Tyrannosaurus carnosaur, tyrannosaurid 18

* Hit dice may differ from official number either because of
this new system or because of newly discovered information.