TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  Cinematic 
  Dinosaurs
  Volume I
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights 
  or privileges to any art presented herein. Fire giant art by Jacob E. Blackmon. Storm giant art by Joe J. Calkins and 
  Cerebusart.com.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  Dinosaurs are a lot of things to a lot of people. To 
  some, they are little more than cute and cuddly toys of their 
  childhood, while to others, they are primeval monsters from 
  beyond the dawn of time, relics of an ancient epoch in which 
  man not only was not the dominant creature on the planet, 
  he didn’t exist at all. And then there is the version of the 
  dinosaur found in the Pathfinder Roleplaing Game Bestiaries, 
  in which they are animals: nothing more, and nothing less 
  than any other animal, besides perhaps their size.
  	
  Unfortunately,	since	most	animals	in	Pathfinder	
  don’t have much in the way of unique or interesting abilities,  
  this means that dinosaur stat-blocks generally aren’t that 
  exciting to read, and rely more heavily on the imagination 
  of the GM and the players to be exciting and fun, since there 
  aren’t any mechanics to do so.
   
  That’s where this book comes in. This book contains 
  stat-blocks for two dinosaurs, reimagined with advanced 
  statistics and new abilities that make them more fun and 
  exciting as an encounter. We’ve also included some suggested 
  and expanded rules for topics that are likely to be of use to 
  GMs who are interested in trying to replicate exciting scenes 
  and circumstances from dinosaurs in media.
  A Note About CRs
   
  The CRs for the dinosaurs included in this book 
  carry	a	slightly	different	meaning	than	the	CRs	for	most	
  creatures. Because this book attempt to simulate the sorts of 
  dinosaur experiences common to movies and other media, 
  the goal of an encounter with one of these dinosaurs is less to 
  defeat it, and more to survive the encounter at all. As a result,  
  they	are	much	more	difficult	to	kill	or	defeat	than	other	
  creatures of the same CR. If you intend to use them in a more 
  standard fashion, and the PCs will need to kill the dinosaur 
  to succeed, you should treat them as being 1-2 CRs higher 
  than the listed CR.
  Optional and Supplemental Rules
   
  The following section provides a series of optional or 
  supplemental rules which can be used at the GM’s discretion 
  to provide support for some of the common tactics, trials, 
  and other things that are common in dinosaur movies and 
  other media.
  Bashing	Objects	More	Effectively
   
  Massive creatures, such as dinosaurs, are expected 
  to	be	able	to	break	through	even	heavily	fortified	structures.	
  While the size bonuses that they gain on Strength checks 
  to break objects are impressive (+4 for Large creatures, +8 
  for Huge creatures, +12 for Gargantuan creatures, and +16 
  for Colossal creatures), and, when combined with their 
  prodigious Strength scores, will leave most dinosaurs well 
  equipped for destroying even thick, solid objects, the rules for 
  breaking objects still leave something to be desired for those 
  of us seeking to recreate cinematic action moments, where 
  tension rises as each attempt to batter down a tree or break 
  through a wall brings the attacker visibly closer to success.
   
  In Pathfinder, there are two ways to physically get 
  through a wall. You can make a Strength check to break it, in 
  which case you either succeed or you fail, with no chance for 
  incremental success. Alternatively, you can attack the wall, 
  dealing damage that is reduced by the wall’s hardness and 
  then whittling your way through a truly massive number of 
  hit points. This section presents a set of rules that can allow 
  dinosaurs ,and similarly large creatures, to have incremental 
  success while breaking an object, without needing to spend 
  hours hacking through its hit points.
   
  If a creature attempts to break an object that is one 
  or more size categories smaller than he is, or whose hardness 
  is	less	than	his	Strength	modifier,	he	is	eligible	to	make	use	of	
  these rules. If he fails the Strength check by less than 10, he 
  does some small amount of structural damage to the object. 
  This	inflicts	an	amount	of	damage	to	the	object	equal	to	1/10	
  its maximum hit points (hardness does not apply). If he fails 
  the	Strength	check	by	less	than	5,	he	does	more	significant	
  structural	damage	to	the	object,	which	inflicts	an	amount	of	
  damage	equal	to	1/5	its	maximum	hit	points	(hardness	does	
  not apply).
   
  As normal for the broken condition, if the object 
  gains the broken condition, the DC to break it drops by 2. If 
  the	item	is	reduced	to	less	than	1/4	its	maximum	hit	points,	
  the DC to break it drops by an additional 5.
  Knocking Creatures from High Places
   
  Dinosaurs are massive and powerful enough to 
  be able to potentially knock creatures from high places by 
  battering against the objects that they are perched upon, 
  allowing them to continue pursuing foes even after they have 
  climbed out of reach. The following section presents a set 
  of rules which the GM can use to arbitrate situations where 
  a dinosaur, or similar large creature, attempts to knock an 
  opponent down from a lofty perch.
   
  As a standard action, the dinosaur can batter the 
  object in question. This functions similarly to a Strength 
  check made to burst or break the object, except that the DC 
  is reduced by 10. If the dinosaur succeeds, then each creature 
  that is currently on the object must succeed on a Climb check 
  (DC	10	+	1/2	the	dinosaur’s	Hit	Dice	+	the	dinosaur’s	Strength	
  modifier	+	the	size	bonus	that	the	dinosaur	gains	on	Strength	
  checks made to break objects) or fall. A Climb check is made 
  even if the creature is not technically climbing (such as if 
  they are sitting on a branch of a tree), because the creature 
  must hold on to the dangerously swaying object in order to 
  avoid	falling	off.	Creatures	that	do	not	have	a	convenient	
  surface	to	hold	onto	suffer	a	-5	penalty	on	their	Climb	check.	
  At the GM’s discretion, certain objects (such as a ladder on 
  the side of a tree, or an observation platform with a railing 
  around its perimeter) may grant up to a +5 bonus on this 
  check.
   
  If the check fails, the creature falls, landing in the 
  nearest unoccupied square to the base of the object he was 
  on,	and	suffers	fall	damage	appropriate	for	the	distance	he	
  fell.
  
  3
  Table 1: Damaging Objects
  Object
  Hardness Hit Points Break DC
  House, Colossal
  5
  2,304
  34
  House, Gargantuan
  5
  1,536
  32
  House, Huge
  5
  1,152
  30
  Hut, Colossal
  5
  900
  24
  Hut, Gargantuan
  5
  600
  23
  Hut, Huge
  5
  450
  22
  Hut, Large
  5
  300
  21
  Hut, Medium
  5
  150
  20
  Rock, Colossal
  8
  54,000
  65
  Rock, Gargantuan
  8
  24,000
  62
  Rock, Huge
  8
  13,500
  59
  Rock, Large
  8
  6,000
  56
  Rock, Medium
  8
  1,500
  53
  Rock, Small
  8
  540
  50
  Tree
  5
  150
  25
  Tree, massive
  5
  600
  35
  Tree, massive (fallen)
  5
  300
  25
  Wall, plaster (1 ft. 
  thick)
  4
  60
  26
  Wall, wood plank (1 
  ft. thick)
  5
  120
  30
  Wall, wood sticks (6 
  inches thick)
  5
  50
  20
  Additional Break DCs, Hardness, and Hit Points
   
  The Pathfinder Core Rulebook provides hardness, 
  hit points, and a break DC for a wide range of objects and 
  materials, but there are some things that are relevant to large 
  creatures such as dinosaurs that are not included, either 
  because the rules were written with smaller creatures in 
  mind, in most cases, or because they are less common. The 
  following table includes information for breaking walls made 
  of plaster and wood (both a sturdy wall made of wooden 
  planks,	and	a	flimsier	wall	made	of	wooden	sticks	that	have	
  been cobbled together).
   
  The table also lists information for destroying huts, 
  houses, and rocks of various sizes. These numbers are used 
  for destroying the entire structure in a single go, rather than 
  attempting to break each wall individually. The sizes that 
  are listed correspond to the size categories for creatures, so a 
  Colossal house is 30 feet to a side, a Gargantuan house is 20 
  feet to a side, and so on. If the object has an awkward shape, 
  use the closest approximation.
   
  Houses are assumed to have walls made of wooden 
  planks or plaster, and huts are assumed to have walls made of 
  wooden sticks that have been cobbled together.
   
  A tree or rock can be bull rushed out of the way with 
  a successful Combat Maneuver check, with the DC being 5 
  less than the break DC.
  
  4
  Primordial Triceratops
   
  This massive reptile lumbers ponderously on four 
  stubby legs. A massive, bony ridge extends from the back of 
  its neck, and three large horns extend from its face; one above 
  each eye, and another just above its mouth. Its nostrils flare 
  angrily, and it stamps one hoof in a display of challenge.
  PRIMORDIAL TRICERATOPS  
   
            CR 11
  XP 12,800
  N Huge animal
  Init -1; Senses low-light vision, scent; Perception +27
  DEFENSE
  AC 24, touch 7,	flat-footed 24 (-1 Dex, +17 natural, -2 size)
  hp 178 (17d8+102)
  Fort +17, Ref +9, Will +8
  Defensive Abilities horned crown
  OFFENSE
  Speed 30 ft.
  Melee gore +19 (2d10+12)
  Space 15 ft.; Reach 15 ft.
  Special Attacks crushing trample, impale, powerful charge 
  (gore, 4d10+16), trample (3d6+12, DC 26)
  STATISTICS
  Str 26, Dex 9, Con 20, Int 2, Wis 12, Cha 7
  Base Atk +12; CMB +22; CMD 31 (35 vs. trip)
  Feats Great Fortitude, Improved Bull Rush, Improved 
  Critical, Iron Will, Power Attack, Run, Skill Focus 
  (Perception), Toughness, Weapon Focus (gore)
  Skills Perception +27
  SPECIAL ABILITIES
   
  Crushing Trample (Ex): A triceratops’s trample is 
  particularly vicious, dealing 3d6 points of damage, instead of 
  the normal amount. Additionally, any creature that chooses 
  to	take	an	attack	of	opportunity	instead	of	making	a	Reflex	
  save,	as	well	as	any	creature	that	fails	his	Reflex	save	by	5	
  or more, has a 50% chance of having some part of his body 
  crushed by the triceratops’s feet, causing crippling damage. 
  If	this	occurs,	the	crushed	creature	suffers	3d6	points	of	
  additional	damage,	and	suffers	one	of	the	following	effects:
  •	
  A -4 penalty to his Strength score, and the loss of the 
  use of one of his arms.
  •	
  A -4 penalty to his Dexterity score, and his base land 
  speed is halved.
  •	
  A -4 penalty to his Constitution score, and the target 
  treats his Strength score as being 10 lower than 
  it actually is for the purposes of determining his 
  carrying capacity.
  	
  The	exact	effect	is	determined	by	the	GM,	or	rolled	
  randomly. These penalties last for as long as the damage 
  inflicted	by	the	trample	attack	(including	the	extra	3d6	
  damage from being crushed) remains, and for 1 hour 
  thereafter.
   
  Horned Crown (Ex): A triceratops’s horns, and 
  the large, bony crest along the back of its head, are ideal for 
  protecting it against attacks by larger creatures. It gains a +4 
  competence bonus to AC against attacks made by creatures 
  at least one size category larger than it. Additionally, any 
  creature at least one size category larger than the triceratops 
  that attacks it with a natural attack and misses by less than 5 
  provokes an attack of opportunity from the triceratops. These 
  benefits	do	not	apply	if	the	triceratops	is	flat-footed.
   
  Impale (Ex): A triceratops’s horns are particularly 
  dangerous weapons when turned against creatures smaller 
  than itself. Whenever the triceratops scores a critical hit 
  with its gore attack against a creature that is at least two size 
  categories smaller than itself, that creature must succeed on a 
  Reflex	save	(DC	26)	or	be	impaled	by	one	of	the	triceratops’s	
  horns. A creature that is impaled on the triceratops’s horns 
  enters the triceratops’s square, and is treated as being 
  grappled by the triceratops, although the triceratops is not 
  treated as grappled. Each round, on the impaled creature’s 
  turn,	it	suffers	2d8	points	of	damage	from	the	massive	horn	
  embedded in its body. The impaled creature moves with 
  the triceratops, and this does not count against its actions 
  for the round. The impaled creature can remove itself from 
  the triceratops’s horns by succeeding on a successful Escape 
  Artist check or combat maneuver check (DC equal to the 
  triceratops’s CMD). Once freed, the gaping wound left by the 
  massive horn leaves the impaled creature with 1d8 points of 
  bleed damage.
   
  While a creature is impaled on its horns, a 
  triceratops	can	shake	its	head	as	a	standard	action,	inflicting	
  2d8+12	points	of	damage,	or	it	can	throw	the	creature	off	as	
  a	full-round	action,	inflicting	2d8+12	points	of	damage,	and	
  then	flinging	the	creature	2d6	x	10	feet	through	the	air.	The	
  flung	creature	suffers	fall	damage	as	normal.
  Ecology
   
  One of the most well-known and iconic dinosaurs, 
  triceratops sustain themselves on grasses and other low-
  growing plants. As a result, many consider triceratops to be 
  of little threat, but just because they are herbivorous does 
  not mean that these creatures are completely docile and 
  harmless, and in fact, they can be incredibly destructive and 
  dangerous creatures.
   
  The most common reason for a triceratops to 
  come	into	conflict	with	humanoid	creatures	is	when	it	feels	
  threatened. Much like deer and elk, triceratops are prone to 
  becoming more aggressive during mating seasons, as they 
  must chase away other triceratops of the same sex who might 
  serve as competition. During this time, they are liable to 
  attack any creature that they view as even a potential threat, 
  and that can easily include adventurers, especially those 
  who are mounted or using vehicles. This also occurs after the 
  triceratops has laid its eggs, and for as long as it has to look 
  after its young. This is even more dangerous than during 
  mating season, as when this occurs, the adventurers typically 
  have both triceratops parents to worry about.
   
  Once a triceratops’s anger has been roused, they 
  are	distressingly	persistent,	and	will	chase	offenders	to	the	
  edge of their perceived territory, and sometimes beyond. 
  They have been known to knock down trees to catch those 
  who have climbed up them, and to wait outside of caves for 
  hours, or even days, and in some cases have been said to even 
  collapse cave entrances when they are unable to pursue their 
  quarry inside.
  
  5
  Primordial Tyrannosaurus Rex
   
  This monstrous reptile resembles a dragon, though 
  it has no wings, and its forelimbs are much smaller, causing 
  it to walk on only two legs. It opens its mouth, revealing a 
  set of massive, foot-long, razor-sharp teeth, and lets out a 
  bellowing roar that shakes the very earth.
  PRIMORDIAL TYRANNOSAURUS REX  
           CR 12
  XP 19,200
  N Gargantuan animal
  Init +6; Senses low-light vision, motion oriented, improved 
  scent; Perception +32
  Aura frightful presence (60 ft., DC 22)
  DEFENSE
  AC 22, touch 8,	flat-footed 20 (+2 Dex, +14 natural, -4 size)
  hp 178 (21d8+84)
  Fort +16, Ref +14, Will +11
  OFFENSE
  Speed 40 ft.
  Melee bite	+22	(4d6+22/19-20	plus	grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks crunch, mighty roar, swallow whole (2d8+11, 
  AC 17, hp 17), trample (2d6+11, DC 31)
  STATISTICS
  Str 32, Dex 14, Con 19, Int 2, Wis 15, Cha 10
  Base Atk +15; CMB +30 (+34 grapple); CMD 42
  Feats Ability Focus (frightful presence), Bleeding Critical, 
  Combat	Reflexes,	Critical	Focus,	Diehard,	Endurance,	
  Improved Critical (bite), Improved Initiative, Iron Will, Run, 
  Skill Focus (Perception)
  Skills Perception +32 (+40 for scent-based checks); Racial 
  Modifiers +8 Perception for scent-based checks
  SQ powerful bite, unstoppable
  SPECIAL ABILITIES
   
  Crunch (Ex): Instead of swallowing its prey whole, 
  a tyrannosaurus rex can use its massive bite strength and 
  numerous knife-like teeth to crush and tear its prey apart 
  in its mouth. If a tyrannosaurus rex successfully maintains 
  a grapple with a creature in its mouth, and chooses to deal 
  damage to the creature (instead of pinning it or swallowing it 
  whole),	it	deals	damage	as	though	it	had	confirmed	a	critical	
  hit.
   
  Improved Scent (Ex): A tyrannosaurus rex’s sense 
  of smell is incredible, allowing it to detect prey from vast 
  distances. The range at which the tyrannosaurus rex can 
  detect a creature by sense of smell increases to 1,000 feet 
  (2,000 feet if the creature is upwind, 500 feet if the opponent 
  is downwind). Additionally, the tyrannosaurus rex can use 
  Perception in place of Wisdom or Survival checks when 
  attempting	to	find	or	follow	tracks.
   
  Mighty Roar (Ex): As a full-round action, the 
  tyrannosaurus can unleash an earth-shaking, primeval roar. If 
  it does, it extends the range of its frightful presence ability to 
  120 feet for 1 round, and increases the saving throw DC by +4. 
  Even creatures that have already succeeded on a saving throw 
  to resist the tyrannosaurus rex’s frightful presence ability in 
  the	last	24	hours	are	subject	to	this	effect,	even	though	they	
  are otherwise immune to its frightful presence. Additionally, 
  the Hit Dice limit for creatures to become panicked, rather 
  than shaken, is increased to 10 Hit Dice, meaning that 
  creatures with 10 or fewer Hit Dice become panicked if they 
  fail their saving throw.
   
  A creature that succeeds on his saving throw to 
  resist the tyrannosaurus rex’s mighty roar becomes immune 
  to it for 24 hours (this also grants him immunity to the 
  tyrannosaurus’s frightful presence). A creature that fails his 
  saving throw gains a cumulative +1 bonus on saving throws 
  made to resist the tyrannosaurus rex’s mighty roar and 
  frightful presence abilities. If a creature is immune to the 
  tyrannosaurus’s frightful presence ability, the tyrannosaurus 
  rex’s mighty roar ability can only bypass that immunity once 
  in a 24-hour period.
   
  Motion Oriented (Ex): A tyrannosaurus rex’s 
  eyesight is carefully tuned to detect moving things, and it 
  has	difficulty	perceiving	non-moving	objects.	A	creature	that	
  does not move or take any other action on its turn can make 
  a Stealth check to hide from the tyrannosaurus rex, even in 
  bright light and without cover or concealment. The creature 
  gains a +40 bonus on this check (this bonus does not stack 
  with the bonus for being invisible). This does not prevent the 
  tyrannosaurus rex from detecting or locating the creature by 
  scent, however.
   
  Powerful Bite (Ex): A tyrannosaurus rex applies 
  twice	its	Strength	modifier	to	bite	damage.
   
  Unstoppable (Ex): So great is its bulk and strength 
  that the tyrannosaurus rex can break through or push 
  aside objects in its path without even slowing down. While 
  running or charging, the tyrannosaurus rex can make up to 
  one Strength check to break an object or obstacle in its path 
  as a free action. For every 10 feet it has moved so far that 
  round, the tyrannosaurus rex gains a +1 bonus on this check. 
  If it fails, its movement stops short at the obstacle, and both 
  it	and	the	object	suffer	2d6+11	points	of	bludgeoning	damage	
  as it slams headlong into the obstacle. If it succeeds, the 
  object is destroyed, and the tyrannosaurus rex can continue 
  its movement, as though the obstacle had never been there.
  Ecology
   
  Perhaps the greatest predator of all time, the 
  tyrannosaurus rex is an all but unstoppable force of nature, 
  more comparable to an ancient and powerful dragon than 
  to any modern animal predator. Its immense bulk grants it 
  incredible power, but it’s the combination of this strength 
  with the speed and cunning of the tyrannosaurus rex that 
  makes it truly formidable. These predators have an incredible 
  sense of smell, allowing them to detect prey from incredible 
  distances, and, disconcertingly to many adventurers, 
  humanoid	creatures	are	definitely	on	the	menu.
   
  Like many other predators, the tyrannosaurus 
  rex can be highly territorial, and they are doubly so when 
  protecting	their	nests	or	offspring.	They	are	also	highly	
  protective	of	their	kills,	and	will	chase	off	or	kill	any	other	
  predators or scavengers that come near them while they’re 
  eating. In areas where they coexist, tyrannosaurus rexes have 
  sometimes even been known to steal the kills of juvenile 
  dragons, or even prey upon them directly.
  
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  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
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  Game Content that you Use. No terms may be added to or subtracted from this License except as described by 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a 
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  Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the 
  rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that 
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, 
  LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, 
  Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve 
  Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, 
  Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork 
  Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, 
  Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, 
  Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, 
  Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, 
  Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, 
  Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason 
  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan 
  Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., 
  Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, 
  Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, 
  Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, 
  Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen 
  K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan 
  Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin 
  McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, 
  Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR. 
  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Lords of the Leaves: Elven Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Wells of Wonder: Arcane Fonts Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Magic of the Mire: Lizardfolk Spells Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Kings of the Mountain: Dwarven Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Weekly Wonders: Vengeful Curses Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: From the Bags of Giants Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Magical Instruments Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Giant Slaying Spells Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Princes of the Plains: Halfling Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Giant-Blooded Feats Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Legacy Character Creation Copyright 2015, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Weekly Wonders: Giant Bloodlines Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Regents of the Road: Gnome Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Fog and Garden Giants Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback
  Weekly Wonders: Troll Magic Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Scions of Sin: Tiefling Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Secret Spirits Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Giant Treasures Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Descended from Dragons: Kobold Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Weekly Wonders: Forgotten Oni Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Cavalier Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Cinematic Dinosaurs Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
   
   
  END OF LICENSE 
  
  Dinosaurs As They Were Always Meant to Be!
   
  Dinosaurs occupy a special place in our imagination. On the one hand, they are awe-
  inspiring creatures of myth and fantasy, terrible draconic creatures which no human has ever lain 
  eyes upon, stars of novels, television, and movies. On the other hand, they were real, mundane 
  animals, not so different from the animals we know in modern day times. As a result, dinosaurs 
  occupy a nebulous space between fantasy and reality, and require a delicate balance to handle well.
   
  The dinosaurs included in the Pathfinder Roleplaying Game Bestiary do an excellent job of 
  presenting one interpretation of dinosaurs: that of being large, but nonetheless mundane animals, 
  differing from a bear or elephant only in Hit Dice and size category. Like other animals, they 
  receive little in the way of special abilities or mechanics to make them come alive at the game 
  table. With Weekly Wonders: Cinematic Dinosaurs Volume I, we present a different 
  interpretation of dinosaurs, one which draws on the more fantastical elements of these creatures, 
  interpretation of dinosaurs, one which draws on the more fantastical elements of these creatures, 
  as seen in movies, television, games, and more. Though they are decidedly non-magical in nature, 
  these dinosaurs can hardly be said to be mundane, with numerous new and exciting special 
  abilities designed to evoke the sorts of action attributed to dinosaurs in other media.
  In this book, you will find:
  • 
  The primordial triceratops (CR 11), whose massive bulk cripples those it tramples, and which 
  can impale opponents on its three massive horns.
  • 
  The primordial tyrannosaurus rex (CR 12), whose very presence inspires fear, and whose roar 
  can reduce even the stoutest hearts to quivering jelly, whose teeth can snap bones like twigs, and 
  who can burst through nearly any obstacle without even slowing down.
  • 
  Supplemental rules applicable to all dinosaurs and other creatures of immense size, which 
  focus on bashing objects, including rules to make attempts to break objects more exciting and 
  cinematic, break DCs for a variety of objects a dinosaur might want to destroy (including trees, 
  rocks, and entire buildings of various sizes and materials), and rules for bashing large objects to 
  shake free creatures hiding atop them.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Cinematic Dinosaurs Volume I.pdf