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MastodonCreature 9


NHugeAnimal
Source Pathfinder Bestiary 2
Perception +17 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +21, Stealth +17
Str +8, Dex +0, Con +5, Int -4, Wis +2, Cha -2

AC 26; Fort +20; Reflex +13; Will +17;
HP 175
Speed 45 feet

Tusk One Action +21 (+16, +11) to hit (reach 15) 3d8+12 Piercing
Foot One Action +21 (+16, +11) to hit (reach 10) 2d10+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.

Scent

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.

Dual Tusks One Action

The mastodon makes two tusk Strikes, each against a different creature. This counts as one attack for the mastodon's multiple attack penalty, and the penalty doesn't increase until after both attacks.

Trample Three Actions

Large or smaller, foot, DC 27 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).

Grabbing Trunk

A Medium or smaller creature hit by the mastodon's trunk is Grabbed. If the mastodon moves, it can bring the grabbed creature along with it.


Not to be confused with the larger mammoth, mastodons are primeval elephants who dwell predominantly in temperate forests. There, they travel in close-knit social groups and feed on the forest vegetation.


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.