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TeraphantCreature 9


UncommonNHugeBeast
Source Pathfinder #158: Sixty Feet Under
Perception +18 (emotion sense 120 feet, low-light vision)
Languages Vudrani, (can't Speak Any Language)
Skills Athletics +20, Intimidation +18, Survival +18
Str +7, Dex +1, Con +5, Int -2, Wis +3, Cha +3

AC 27; Fort +20; Reflex +14; Will +18;
HP 175
Speed 45 feet

Horn One Action +20 (+15, +10) to hit (reach 10) 3d6+9 Piercing
Foot One Action +20 (+15, +10) to hit (reach 10) 3d10+9 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.

Emotion Sense 120 feet (emotion, mental)

A teraphant can sense the emotions of creatures within 120 feet as an imprecise sense. Emotion sense is a precise sense against creatures under an emotion effect. A creature under the effects of Calm Emotions can't be noticed via emotion sense.

Empathetic Response Reaction

Trigger A creature within 60 feet of the teraphant is targeted by a spell or ability with the emotion trait


Effect The teraphant also benefits from the spell or effect, as though it were an additional target for 1 minute or until the triggering spell or ability ends.

Impale Two Actions

Requirement The teraphant has a creature grabbed


Effect The teraphant slams the creature onto one of its horns. The target must attempt a DC 27 basic reflex save or suffer 3d6+9 piercing damage and 1d6 Persistent Bleed Damage (6d6+18 piercing damage on a critical failure).

Psychokinetic Trumpet Two Actions

The teraphant lets out a loud trumpet that deals 8d8 mental damage (DC 27 basic will save) in a 30-foot cone. A creature that fails its save is also pushed 15 feet (30 feet on a critical failure).

If a pushed creatures strikes a solid barrier, it takes 3d6 bludgeoning damage and stops.

The teraphant can't use Psychokinetic Trumpet again for 1d4 rounds.

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 teraphant's trunk is grabbed. If the teraphant moves, it can bring the grabbed creature along with it.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.