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Earthen DestrierCreature 4

Source Pathfinder Bestiary 2
Perception +10 (darkvision, tremorsense (imprecise) 60 feet)
Languages Terran
Skills Athletics +12
Str +4, Dex +1, Con +4, Int -1, Wis +3, Cha +0

AC 20; Fort +14; Reflex +9; Will +10;
HP 72
Speed 50 feet (burrow 30 feet)
Immunities bleed, paralyzed, poison, sleep

Lance Arm One Action +14 (+9, +4) to hit (deadly d8, reach 10) 2d8+6 Piercing
Hoof One Action +14 (+9, +4) to hit 2d6+6 Bludgeoning


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.


Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Earth Glide

An earthen destrier can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.

Lancing Charge

If the destrier moved at least 10 feet directly before its lance arm Strike, it gains a +2 circumstance bonus to its damage roll.

Tilting Strike Reaction

Trigger The earthen destrier tramples a creature

Effect The earthen destrier makes a lance arm Strike against the creature it's trampling at a -5 penalty.

Trample Three Actions

Medium or smaller, hoof, DC 20 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).

This wave of dirt takes the crude likeness of the melded forequarters of a charging warhorse and a rocky knight wielding a rudimentary lance of gray stone.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.