Giant PangolinCreature 4
Source Pathfinder Bestiary 3
Perception +12 (scent (imprecise) 30 feet)
Languages none
Skills Athletics +13, Stealth +8, Survival +10
Str +5, Dex +0, Con +3, Int -4, Wis +2, Cha +0
AC 21; Fort +11; Reflex +8; Will +10;
HP 63
Speed 30 feet (burrow 20 feet, climb 20 feet)
Claw +13 (+9, +5) to hit (agile) 1d10+7 Piercing
Tongue +13 (+8, +3) to hit 1d6+7 Bludgeoning
Scent (Imprecise) 30 feet
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Devourer of SwarmsThe giant pangolin ignores the resistances of swarms, and its tongue Strike deals an additional 2d6 damage against swarms.
Emit Musk (olfactory)The giant pangolin releases a disorienting and repulsive musk within a 5-foot emanation. Each creature in the area must attempt a DC 20 fortitude save.
The pangolin can't Emit Musk again for 1d4 rounds.
Critical Success The creature becomes temporarily immune to pangolin musk for 1 minute.
Success The creature is unaffected.
Failure The creature is Sickened 1.
Critical Failure The creature becomes sickened 1 and is Flat-Footed until no longer sickened.
Roll Up (move)The giant pangolin falls Prone and rolls up into a ball.
While rolled up, the only actions the giant pangolin can perform are Emit Musk and Stand, and it also becomes Blinded and gains resistance 10 to physical damage.
An adjacent creature that hits a rolled-up giant pangolin with a melee Strike takes 1d6 slashing damage. These effects end once the giant pangolin Stands.
GrabRequirements 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.
Despite their prodigious size, giant pangolins are solitary, reclusive creatures who forage by night for insects and vermin. To defend themselves from predators, they rely on a veritable arsenal of natural defenses to dissuade their foes: thick armor of wickedly sharp scales, a flexible and muscular body capable of rolling into a defensive ball, and a noxious musk. Against more persistent threats, giant pangolins' powerful digging claws prove mighty weapons in a pinch.
While a pangolin's defenses serve well against natural predators, they've long been targets of poaching by humanoid cultures, partly for meat, but largely due to the high value of their unique scales. These scales see widespread use in alchemy, folk medicine, and crafting, and thus demand for them-and the associated profits from their sale-remain high. Giant pangolins are better protected against humanoid hunters, but the larger size of their scales means wider applications and greater volume. The increased difficulty of acquiring pangolins makes doing so all the more profitable, and unscrupulous poachers can make a considerable living from hunting these creatures.
Traits
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.