Library / Bestiary

Megafauna, Baluchitherium

CR 8.00 Animal N Huge
This towering armored herbivore resembles a hornless rhinoceros, but with longer legs and a longer neck.

The immense baluchitherium stands nearly 18 feet high at the shoulder, measures 30 feet from end to end, and weighs 40,000 pounds. Despite its size, it lives a peaceful life pulling leaves from the tops of trees unless startled into action. When panicked, a baluchitherium tramples any obstacle in its path. If confronted, it smashes its tormentors with its elephantine feet.

A properly trained baluchitherium makes a capable mount for ettins, ogres, smaller giants, or other Large humanoids, and is one of the few mammals other than an elephant able to fill that role. Its relatively ponderous pace limits its usefulness to some extent, but its strength often more than makes up for this shortcoming.

STR
29
DEX
10
CON
21
INT
2
WIS
13
CHA
6
HP
114 (12d8+60)
AC
22, touch 8, flat-footed 22 (+14 natural, -2 size)
Speed
40 ft.
Init
+0
Melee
2 hooves +16 (2d8+9)
Space
15 ft.
Reach
10 ft.
BAB
+9
CMB
+20 (+22 bull rush)
CMD
30 (32 vs. bull rush, 34 vs. trip)
Fort
+15
Ref
+8
Will
+7

trample (2d8+13, DC 25)

Universal Monster Rules

Trample (2d8+13, DC 25) Ex from Universal Monster Rule
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check—it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Strength modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 the creature's HD + the creature's Strength modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Feats, Traits & Items

Awesome Blow from Feat

As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort
Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Perception +16, Swim +15

Details
Type
Animal
Alignment
N
Size
Huge
Environment
warm forests
Organization
solitary, pair, or herd (3-8)
Treasure
none
Senses
low-light vision, scent; Perception +16
Source
Bestiary 3
Source

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

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