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Barking StagCreature 13


RareLargeAnimal
Source Pathfinder #156: The Apocalypse Prophet
Perception +28 (low light vision)
Languages none
Skills Acrobatics +24, Athletics +27, Survival +26
Str +8, Dex +5, Con +4, Int -4, Wis +5, Cha +1

AC 34; Fort +21; Reflex +26; Will +23;
HP 245
Speed 45 feet
Weaknesses Arrow Vulnerability 10

Antler One Action +16 (+11, +6) to hit (grapple) 3d10+12 Piercing
Hoof One Action +16 (+11, +6) to hit 3d8+12 Bludgeoning

Foil the Hunt

When it isn't injured, a barking stag benefits from Cover Tracks, regardless of its travel Speed.

Arrow Vulnerability

A barking stag takes 10 additional damage from arrows (but not bolts or other ammunition).

Antler Toss One Action

Requirements The barking stag has a creature Grabbed with its antler


Effect The barking stag tosses the grabbed creature 20 feet into the air and up to 15 feet away in a direction of its choice, dealing (3d10+12) piercing damage plus falling damage to the creature.

Trample Three Actions

Medium or smaller, hoof, DC 30 reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.