Herd Animal, Giraffe
These long-necked animals roam across plains in loose-knit groups, grazing on the upper reaches of acacia trees. Giraffes usually avoid conflict. However, when its young are threatened or if the giraffe is cornered, it attacks ruthlessly, striking with its powerful hooves. Giraffes rarely use their necks to make slam attacks unless they are fighting among themselves as part of their mating displays.
A giraffe is between 16 and 20 feet tall and weighs 3,500 pounds.
- HP
- 30 (4d8+12)
- AC
- 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size)
- Speed
- 50 ft.
- Init
- +2
- Melee
- 2 hooves +6 (1d8+5), slam +1 (1d8+2)
- Space
- 15 ft.
- Reach
- 10 ft.
- BAB
- +3
- CMB
- +10
- CMD
- 22 (26 vs. trip)
- Fort
- +7
- Ref
- +6
- Will
- +2
<p class="stat-block-1"> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</p>
<p class="stat-block-1"> When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.</p>
Perception +8
- Type
- Animal
- Alignment
- N
- Size
- Huge
- Environment
- warm plains
- Organization
- solitary, pair, or herd (3–10)
- Treasure
- none
- Senses
- low-light vision; Perception +8
- Source
- Bestiary 4
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