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MegatheriumCreature 5


NHugeAnimal
Source Pathfinder Bestiary 3
Perception +13 (low-light vision, scent (imprecise) 60 feet)
Languages none
Skills Athletics +16, Stealth +9, Survival +11
Str +7, Dex +2, Con +4, Int -4, Wis +2, Cha -1

AC 21; Fort +15; Reflex +9; Will +11;
HP 85
Speed 30 feet (climb 10 feet)

Claw One Action +15 (+10, +5) to hit (reach 10) 2d8+8 Slashing
Foot One Action +15 (+11, +7) to hit (agile) 2d6+8 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 (Imprecise) 60 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.

Musk (aura, olfactory)

20 feet Aura


A creature entering the aura or starting its turn in the aura must succeed at a DC 19 fortitude save or become Sickened 1.

While inside the aura, affected creatures take a -1 circumstance penalty to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Rend One Action

Claw


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.


Megatheriums dwell deep within ancient forests and humid jungles. Fiercely territorial, these immense creatures are often smelt before seen. Though they travel on all fours, megatheriums can reach foliage 20 feet above the forest floor by standing on their hind legs and short, thick tails. Their enormous foreclaws, used to bend tree limbs within reach of their mouths, can cleave a horse in two and crush its rider.

The musk of the megatherium serves as a warning to potential predators and other megatheriums that they're too close. Adult megatheriums are so territorial that most don't reproduce more than twice in their lifetime. Though the creatures regularly patrol their territory for intruders, they tend to avoid settlements unless food has become scarce. When they do stray into towns, they've been known to devour entire orchards in a day.


Despite their long, hooked claws being one of their most distinctive features, sloths are herbivorous creatures. Smaller sloths use their claws to climb from tree to tree, seeking fruits and young leaves among the canopy. Larger species can reach up to 20 feet tall and weigh more than 10,000 pounds.


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.