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Giant Tapir (Snared)Creature 2


NLargeAnimal
Source Pathfinder #175: Broken Tusk Moon
Perception +8 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +8, Stealth +5
Str +4, Dex +1, Con +3, Int -4, Wis +2, Cha +0

AC 18; Fort +11; Reflex +7; Will +6;
HP 30
Speed 25 feet

Jaws One Action +10 (+5, +0) to hit 1d8+6 Piercing

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.

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.

Grinding Bite One Action

Requirements The giant tapir's last action was a successful jaws Strike against a creature


Effect The tapir gnaws the target's flesh and muscle with its blunt teeth. The creature must attempt a DC 18 fortitude save.


Critical Success The creature is unaffected.

Success The creature is Enfeebled 1 until the start of its next turn.

Failure The creature takes 2d4 bludgeoning damage and is enfeebled 1 until the end of its next turn.

Critical Failure The creature takes 4d4 bludgeoning damage and is enfeebled 1 for 1 minute.

Snared

Due to the poison barbs stuck in its hooves, the tapir can't Stride farther than 10 feet.

Splayed Toes

Giant tapirs ignore difficult terrain from mud and shallow water.


With a blunt, prehensile trunk and a squat posture, giant tapirs resemble a cross between elephant and boar, though they're actually more closely related to horses and rhinoceroses. Tapirs live in loose herds that graze near rivers and lakes. They enjoy fresh water, not only for the lush plants that grow along the shores-which they eat in prodigious quantities- but also for the protection the water provides. When predators approach, tapirs retreat to the water to hide, keeping their snouts barely above the surface to breathe. Likewise, the breezes and scents that accompany creeks and rivers mask tapirs' musk as they travel along these waterways. Despite their ungainly movement, tapirs are remarkably sure-footed, easily traversing mud and similar terrain thanks to their broad toes.

Humanoids often hunt giant tapirs for their meat and durable hides. Such hunts are far from guaranteed, though; tapirs can run at least as fast as their hunters, and most will fight if cornered. The docile giants do what they can to avoid confrontation whenever possible. If they sense danger approaching, giant tapirs make a loud whistling sound to warn other tapirs about predators. A community who befriends or domesticates a herd of tapirs can use this whistling habit as an alarm system against encroaching enemies.

Giant tapirs are usually quite placid, but they can be fearsome when roused. Their tusk-like front teeth are suitable for gouging attackers, and a tapir that manages to get a mouthful of an enemy's arm or leg can use its blunt molars to grind the flesh to paste. Tapirs have good hearing and an excellent sense of smell, but like many prey animals, they have poor vision. In the chaos of combat against multiple enemies, giant tapirs can become overwhelmed and confused, lashing out at allies as well as foes or fleeing the scene entirely.


Traits

Common

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.