Everburning MammothCreature 8
Source Pathfinder #177: Burning Tundra
Perception +16 (darkvision)
Languages Common, Hallit
Skills Acrobatics +17, Athletics +18, Stealth +17
Str +5, Dex +5, Con +4, Int +1, Wis +4, Cha +0
AC 26; Fort +16; Reflex +17; Will +16;
HP 135 (negative healing)
Speed 30 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Jaws +20 (+15, +10) to hit (finesse) 2d6+8 Piercing
Claw +20 (+16, +12) to hit (agile, finesse) 2d6+6 Slashing
Spurred by Death
Trigger An ally within 30 feet reduces a creature to 0 HP
Effect The everburning mammoth uses Drink Blood on a creature that meets the ability's requirements.
Drink Blood (divine, necromancy)Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the everburning mammoth's reach
Effect The everburning mammoth tears into the creature with its jaws and gorges itself on the victim's blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is Drained 1, and the everburning mammoth regains 15 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the everburning mammoth but increases the victim's drain value by 1.
Paralysis (incapacitation, necromancy, occult)Any nonliving creature hit by the everburning mammoth's jaws Strike must succeed at a DC 23 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Traits
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.