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Barking StagCreature 13


RareNLargeAnimal
Source Pathfinder #156: The Apocalypse Prophet
Perception +28 (low-light vision)
Languages none
Skills Acrobatics +24, Athletics +27, Survival +26
Str +8, Dex +5, Con +4, Int -4, Wis +5, Cha +1

AC 34; Fort +21; Reflex +26; Will +23;
HP 245
Speed 45 feet
Weaknesses Arrow 10

Antler One Action +16 (+11, +6) to hit (grapple) 3d10+12 Piercing
Hoof One Action +16 (+11, +6) to hit 3d8+12 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Foil the Hunt

When it isn't injured, a barking stag benefits from Cover Tracks, regardless of its travel Speed.

Arrow Vulnerability

A barking stag takes 10 additional damage from arrows (but not bolts or other ammunition).

Antler Toss

Requirements The barking stag has a creature Grabbed with its antler


Effect The barking stag tosses the grabbed creature 20 feet into the air and up to 15 feet away in a direction of its choice, dealing 3d10+12 piercing damage plus falling damage to the creature.

Trample Three Actions

Medium or smaller, hoof, DC 30 basic 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).

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.