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Trained TriceratopsCreature 11


UncommonHugeAnimalDinosaur
Source Pathfinder Society Scenario #6-19: What Walks Again
Perception +18 (low light vision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +23
Str +8, Dex +1, Con +5, Int -4, Wis +2, Cha +1

AC 29; Fort +22; Reflex +16; Will +18;
HP 220
Speed 30 feet

Horns One Action +22 (+17, +12) to hit (reach 15, unarmed) 2d10+12 Piercing
Foot One Action +22 (+17, +12) to hit (reach 10, unarmed) 2d10+12 Bludgeoning

Frill Defense Reaction

Trigger The rider is targeted with an attack.

Requirements A creature must be mounted on the triceratops.


Effect The triceratops intercepts the attack with its bony frill. The rider gains a +2 circumstance bonus to its AC against the triggering attack.

Effect: Frill Defense

Lumbering Charge One Action

The triceratops Strides up to 10 feet and then makes a Strike.

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).

Vicious Gore

A triceratops deals 2d6 extra persistent bleed damage to Prone targets it hits with its horns.

Knockdown One Action

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.


Triceratopses are muscular quadrupeds with powerful short legs, thick necks, and heads crowned by a wide, bony frill. Though they bear three large horns, they use these bony protrusions only to defend themselves or fight for dominance. Short-tempered and obstinate, triceratopses are unlikely to back down from a fight unless they are hopelessly outmatched, and the creatures are known to fight to the death for no apparent reason beyond stubbornness. Triceratopses often serve as mounts for humanoids, particularly giants, who can comfortably ride behind the dinosaurs' protective bone frills. A triceratops is 30 feet long and weighs as much as 10 tons.


Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.


Traits

Uncommon

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.

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.

Dinosaur

These reptiles have survived from prehistoric times.