Library / Bestiary

Ypotryll

CR 15.00 Magical Beast N Huge HD 22
This ugly creature's porcine head features multiple horns and tusks. Its muscular body ripples with raw power.

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)
Init
–1
Speed
60 ft.
Fort
+21
Ref
+12
Will
+9; +6 vs. charms and compulsions
BAB
+22
CMB
+35 (+37 bull rush, +39 overrun)
CMD
44 (46 vs. bull rush, 46 vs. overrun)
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)
DR
5/&mdash
Racial Modifiers
+12 Acrobatics when jumping, +4 Swim
str
32
+11
dex
9
-1
con
21
+5
int
2
-4
wis
10
+0
cha
7
-2

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.

Universal Monster Rules

Push (gore, tail slap, 10 ft.) Ex from Universal Monster Rule
A creature with the push ability can choose to make a free combat maneuver check with a particular successful attack (often a slam attack). If successful, this check pushes an opponent directly away as with a bull rush, but the distance moved is set by this ability. The type of attack that causes the push and the distance pushed are included in the creature's description. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.
Trample (2d8+16) 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.

Special Abilities

Bloody-Minded from text
A ypotryll is not easily swayed from its bloody business. It gains a +6 bonus on saves against charm and compulsion effects.
Destructive Charge from text
A ypotryll's charge attack ignores up to 1 point of a target object's hardness for each 5 feet charged.
Thundering Path from text
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.
Unstoppable Force from text
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.

Feats, Traits & Items

Charge Through from Feat

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.

Endurance from Feat

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.

You may sleep in light or medium armor without becoming fatigued.

Situational: to resist nonlethal damage from exhaustion: +4 untyped Swim
Great Fortitude from Feat

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

Calculated: +2 Fort
Greater Overrun from Feat

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.

Calculated: +2 Maneuver Check Bonus
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
Improved Overrun from Feat

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.

Calculated: +2 Maneuver Check Bonus
Iron Will from Feat

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

Calculated: +2 Will
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

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.

Run from Feat

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.

Situational: when making a jump after a running start: +4 untyped Acrobatics
Toughness from Feat

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).

Calculated: +3 Hp Bonus

Acrobatics +6 (+18 when jumping), Perception +12, Survival +4, Swim +23

Details
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
Source

Bestiary 4

Attribution

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.

Sources Used in This Record
10 House/Core 1 Recognized publisher
  • Uses feat: Charge Through (Feat) — core content under OGL 1.0a
  • Uses feat: Endurance (Feat) — core content under OGL 1.0a
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Uses feat: Greater Overrun (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Bull Rush (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Overrun (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Multiattack (Feat) — cites Paizo Inc.
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Run (Feat) — core content under OGL 1.0a
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
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OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.