Hit Die: 1d8-1 (3)
Speed: 10 ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat footed 12
Base Attack/Grapple: +0/-10
Attack: Tail slap -2 melee (1d6-2)
Full Attack: Tail slap -2 melee (1d6-2)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: -----
Special Qualities: lowlight vision, scent
Saves: Fort +2, Dex +5, Wis -2
Abilities: Str 6, Dex 16, Con 8, Int 1, Wis 6, Cha 4
Skills: Listen +3, Spot +2
Environment: Temperate Plains
Organization: Hatchling Run (800-5,000 Diplodocus Calves), Hiding Herd (3-6 Diplodocus Calves), or Solitary
Challenge Rating: 1/3
Advancement: By age (see Young Diplodocus from Dungeon Magazine #142, and Diplodocus from Dragon #318)
Level Adjustment: -----
A huge group of small infant dinosaurs are running through the forests. Predators are picking them off one-by-one, but they continue to run in unison.
Diplodocuses try to lay their eggs on the same day, so that their eggs will hatch together. Diplodocuses lay their eggs in semi-protected areas and then leave, never to see them again. This might seem cruel and coldhearted, but the Diplodocus' huge mass and lack of bodily control would probably do more damage than good if they stayed. Diplodocus calves start to run towards the forest as soon as they hatch. Predators love the day this occurs, because huge defenseless swarms wander with no chance of survival against attacks. Their sheer numbers make it impossible for predators to eat them all (the average female Diplodocus lays 3,000 to 5,000 eggs a season), thus ensuring at least a few make it to the forests. They stay there for a few years, in small groups or alone, until they reach their young adult size. They then go into the plains to join herds of other Diplodocuses.
Diplodocus calves do not enter combat. They run away, and hope to survive.
These statistics can be used for infant Seismosaurs and other long-necked quadrupeds.