Mammoth Land StarCreature 8
Source Pathfinder Howl of the Wild
Perception +19 (scent (precise) 100 feet, tremorsense (imprecise) 60 feet)
Languages none
Skills Athletics +16, Stealth +15, Survival +18
Str +6, Dex +3, Con +6, Int -5, Wis +4, Cha -2
AC 26; Fort +19; Reflex +13; Will +15;
HP 100 (regeneration 20 (reduced by 4 for each missing limb); limb regrowth)
Speed 25 feet
Feet
+20 (+16, +12) to hit (agile, reach 10) 1d4+6 BludgeoningLimb Spines
+20 (+15, +10) to hit (reach 10) 2d8+6 PiercingRegeneration 20 (reduced by 4 for each missing limb)
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Limb RegrowthA healthy mammoth land star typically has five limbs. A creature can sever a limb by targeting it and dealing damage equal to the limb's Hit Points. The mammoth land star can regrow a missing limb over the course of 24 hours.
Effect: Mammoth Land Star Limbs
LimbsHP(limb) 25, regrowth; Immunities mental
RegrowthWhenever a limb is severed, it must attempt a DC 5 flat. On a success, the limb will slowly begin to grow into a new mammoth land star over the course of a week, unless it is doused in acid or fire.
Detach
(move)Requirements The mammoth land star falls below half its total Hit Points
Effect The mammoth land star severs one of its own limbs as a distraction, then Strides three times. This movement doesn't trigger reactions.
Digest
Requirements The mammoth land star has a target Grabbed
Effect The mammoth land star extrudes its stomach onto its prey and digests it alive. The target takes (2d12+6) acid damage and is Drained 1.
Glide
(move)The land star blows air through its feet to hover 1 foot in the air and Strides twice with a +5-foot circumstance bonus to Speed, ignoring uneven ground and difficult terrain below it.
Pry
Requirements The mammoth land star has a target Grabbed that is wearing armor
Effect The mammoth land star makes a feet Strike against a creature it has grabbed. If that Strike hits and the creature is wearing armor with Hardness 12 or lower, the armor is broken. This Strike doesn't further damage armor that's already broken.
Spiny Venom (incapacitation, poison)Saving Throw DC 26 fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison and Slowed 1
Stage 2 2d6 poison and Slowed 2
Stage 3 2d8 poison and Paralyzed
Grab
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.
Mammoth land stars are unrelenting predators that move silently towards their potential meals on hundreds of tubular feet. There are several variations, but the most common have a diameter ranging from 8 to 12 feet and five total limbs. These mindless creatures weather any and all challenges in their hunt to devour their prey, using their superior sense of smell and keen observation of nearby movement to stalk prey from afar. Their paralytic venom and rapid digestive process spell a quick end for unsuspecting creatures caught in their grasp.
Travelers who survive a mammoth land star's assault must take care to destroy the remains, as its regenerative ability will eventually revive it to continue its mission: feed. It is not uncommon for mammoth land star attacks to happen in succession one week after another, with greater numbers each time. This is often caused by leaving limbs to regrow and resume their initial attack.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn 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.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.