CruncherCreature 6
Source Pathfinder #200: Seven Dooms for Sandpoint
Perception +10 (scent (imprecise) 30 feet)
Languages Common, (can't Speak Any Language)
Skills Athletics +15, Stealth +14, Survival +12
Str +5, Dex +4, Con +5, Int -2, Wis +4, Cha +0
AC 24; Fort +17; Reflex +14; Will +12;
HP 90
Speed 25 feet (burrow 15 feet)
Jaws
+17 (+12, +7) to hit (unarmed) 2d8+8 PiercingClaw
+17 (+13, +9) to hit (agile, unarmed) 2d6+8 SlashingSpiked Tail
+17 (+12, +7) to hit (reach 10, versatile p) 2d6+8 BludgeoningTrackless
A hodag sweeps the ground behind it with its tail as it moves, obscuring its tracks. The DCs of checks to Track a hodag are increased by 10.
Ferocity
Trigger The monster is reduced to 0 HP.
Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability
Rip and Tear
The hodag makes two claw Strikes and one jaws Strike in any order.
SicklyCruncher is Enfeebled 1 due to his mistreatment from the goblins. In addition, his eyes are rheumy and caked with gunk, resulting in a –4 circumstance penalty to sight-based Perception checks and causing him to be Blinded beyond a range of 5 feet. If he escapes into the wild, he heals back up after a few nights' rest and a big meal. Alternatively, a PC can speed his recovery with a DC 20 medicine check, with the results detailed below; this takes 10 minutes to perform, and as such Cruncher needs to either be helpless or willing to receive the attention.
Critical Success Cruncher's vision clears and he loses the enfeebled condition.
Success Cruncher's vision clears, and he'll lose the enfeebled condition after 8 hours of rest.
Failure The attempt provides no aid.
Critical Failure As failure, but Cruncher takes 2d6 points of damage as well, potentially causing him to lose his trust in the PCs and driving him to attack.
Toss
The hodag Strides, then makes a Strike against a target in reach. If it moves at least 20 feet and succeeds at its Strike, the hodag deals damage normally and then attempts an athletics check against the creature's Fortitude DC to toss the enemy into the air.
On a success, the tossed creature is thrown 10 feet in a straight line in the direction of the hodag's choice and then lands Prone. If the creature is knocked into a solid object, it takes 1d6 bludgeoning damage as well before landing prone. The hodag can instead toss a creature straight up in the air. The creature lands in the same square where it started, takes 1d6 bludgeoning damage, and lands prone.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Because they are often described only in drunken retellings of loggers' or miners' tales, hodags are considered by many to exist only in the local folklore of remote areas. However, some individuals have actually encountered these dangerous beasts firsthand, and even fewer have lived to tell their tales.
Hodags are reptilian creatures the size of bulls. These vicious predators' long claws can tear creatures apart in seconds. Their backs sport dozens of long spines that run from their snouts all the way down the length of their powerful tails. Their wide mouths are full of sharp and twisted rows of teeth not unlike those of a shark. The hodags' rough, scaly hides carry hues of green and brown, allowing them to blend into their forest surroundings where they ambush prey. Only their glowing red eyes reveal their presence, though hodags have learned to use this to their advantage by drawing attention to their eyes in one area, then closing their eyes and stealthily moving to another area to cause their prey to misconstrue their location.
In the wintertime, when snow and ice blankets a region, hodags grow a foul-smelling coat of greasy, dark-brown fur that sprouts in tufts from between their scales. A typical hodag measures over 10 feet long from snout to tail and weighs upward of 700 pounds.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.