Ypotryll
For those unfortunate enough to get in an ypotryll's way, the thundering rhythm of its hooves is the sound of doom. These creatures are pure savagery and destruction incarnate. A bulk of muscle and hate, a charging ypotryll can be slowed by few things. Bodies and viscera are strewed about when this powerful boarlike juggernaut hits a shield wall, and pikes splinter on its armored plates as if they were twigs. Given enough momentum, a charging ypotryll can rip apart a drawbridge or even the crash through a keep's walls. Powerful savage tribes corral these beasts and unleash their carnage on the battlefield. Giants and powerful troll chiefs prize ypotrylls, and spend much time and resources to break them, though ypotrylls' volatile nature ensures such domestication is rare. When it does happen, they make truly frightening steeds.
In the wild, ypotrylls spend their time roaming their territory looking for enough food to support their massive bodies. While they prefer meat, these creatures are omnivores and will eat almost anything. Ypotrylls are especially fond of the scraps they can find in the trash heaps of civilized races, which can mean disaster for a settlement.
- HP
- 253 (22d10+132)
- AC
- 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)
- Speed
- 60 ft.
- Init
- –1
- Melee
- gore +31 (4d8+16 plus push), 2 hooves +29 (2d8+11), tail slap +29 (2d6+5 plus push)
- Space
- 10 ft.
- Reach
- 15 ft. (15 ft. with tail slap)
- BAB
- +22
- CMB
- +35 (+37 bull rush, +39 overrun)
- CMD
- 44 (46 vs. bull rush, 46 vs. overrun)
- Fort
- +21
- Ref
- +12
- Will
- +9; +6 vs. charms and compulsions
- DR
- 5/&mdash
- Racial Modifiers
- +12 Acrobatics when jumping, +4 Swim
Destructive Charge — A ypotryll's charge attack ignores up to 1 point of a target object's hardness for each 5 feet charged.
push (gore, tail slap, 10 ft.)
Thundering Path — A ypotryll's charge shakes the ground it crosses. The path of its charge is considered difficult terrain until the start of the ypotryll's next turn, and creatures with tremorsense that are within 100 feet of the end of the ypotryll's charge are blinded for that same amount of time.
trample (2d8+16)
Unstoppable Force — A ypotryll's bonus on a charge attack is +4, and it may add this bonus on overrun combat maneuver checks attempted using Charge Through. A ypotryll may charge over difficult terrain, provided the terrain does not cost more than 2 squares to enter.
Bloody-Minded — A ypotryll is not easily swayed from its bloody business. It gains a +6 bonus on saves against charm and compulsion effects.
Charge Through, Endurance, Great Fortitude, Greater Overrun, Improved Bull Rush, Improved Overrun, Iron Will, Multiattack, Power Attack, Run, Toughness
<p class="stat-block-1"> When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature. </p>
<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"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> 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.</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>
<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>
Acrobatics +6 (+18 when jumping), Perception +12, Survival +4, Swim +23
- Type
- Magical Beast
- Alignment
- N
- Size
- Huge
- Environment
- temperate marshes, hills, or coasts
- Organization
- solitary, pair, herd (3–16)
- Treasure
- none
- Senses
- darkvision 60 ft., low-light vision, scent; Perception +12
- Source
- Bestiary 4
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Uses feat: Charge Through (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Endurance (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Greater Overrun (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Overrun (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Run (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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