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HillstomperCreature 12


UniqueHugeAnimal
Source Pathfinder Kingmaker
Perception +21 (low light vision, scent (imprecise) 30 feet)
Languages Common
Skills Athletics +25, Diplomacy +19, Intimidation +19, Survival +21
Str +8, Dex +1, Con +5, Int +2, Wis +2, Cha +2

AC 31; Fort +22; Reflex +16; Will +21; +2 status to all saves vs. cold
HP 200
Speed 45 feet

Tusk One Action +24 (+19, +14) to hit (reach 15, unarmed) 3d8+14 Piercing
Foot One Action +24 (+19, +14) to hit (reach 10, unarmed) 2d10+14 Bludgeoning

+2 Status to All Saves vs. ColdCold Adaptation

The mammoth reduces the effects it suffers from cold environments by one step.

Dual Tusks One Action

The mammoth makes two tusk Strikes, each against a different creature. This counts as one attack for the mammoth's multiple attack penalty, and the penalty doesn't increase until after both attacks.

Trample Three Actions

Large or smaller, foot, 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).

Grabbing Trunk

A Medium or smaller creature hit by the mammoth's trunk is Grabbed. If the mammoth moves, it can bring the Grabbed creature along with it.


Found mostly in colder climates, mammoths are accustomed to dealing with desperate and dangerous predators, trampling and crushing their enemies while using their larger tusks to greater effect. Humanoids dwelling in harsh, frost-bound lands rely on the mammoth's strength to help them survive.


Immediately recognizable by their long, prehensile trunks and impressive tusks, elephants have different characteristics depending on where they are found. Elephants are used as beasts of burden in many regions, but they are extremely clever and must be handled with great care.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.