TriceratopsCreature 8
Source Pathfinder Bestiary
Perception +16 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +21
Str +7, Dex +0, Con +4, Int -4, Wis +2, Cha -1
AC 26; Fort +18; Reflex +12; Will +14;
HP 140
Speed 30 feet
Horns
![One Action](/static/actions/OneAction.webp)
Foot
![One Action](/static/actions/OneAction.webp)
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 feetScent 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.
Frill Defense![Reaction](/static/actions/Reaction.webp)
Trigger The rider is targeted with an attack.
Requirements A creature must be mounted on the triceratops.
Effect The triceratops intercepts the attack with its bony frill. The rider gains a +2 circumstance bonus to its AC against the triggering attack.
Lumbering Charge![One Action](/static/actions/OneAction.webp)
The triceratops Strides up to 10 feet and then makes a Strike.
Trample![Three Actions](/static/actions/ThreeActions.webp)
Large or smaller, foot, DC 26 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).
Vicious GoreA triceratops deals 2d6 Persistent Bleed Damage to Prone targets it hits with its horns.
Knockdown![One Action](/static/actions/OneAction.webp)
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.
Triceratopses are muscular quadrupeds with powerful but short legs, thick necks, and heads crowned by a wide, bony frill. Though they bear a large horn on their snout and one on each brow, these dinosaurs are herbivores and use these bony protrusions only to defend themselves from attackers or in dramatic clashes against other triceratopses for grazing territory or mates. Short-tempered and obstinate, triceratopses are unlikely to back down from a fight unless they are hopelessly outmatched, and the creatures are known to fight to the death for no apparent reason beyond stubbornness. Triceratopses often serve as mounts for lizardfolk, orcs, and giants, who ride comfortably behind the dinosaurs' protective bone frills. A triceratops is 30 feet long and weighs as much as 10 tons.
Triceratopses are surely the most well-known of the dinosaurs known as ceratopids, but many others exist. For example, the smaller styracosauruses have only one horn but several horn-like protrusions on their frills.
Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in isolated and remote wildernesses or far underground within magical Darklands caverns. Lizardfolk, orcs, giants, and other monstrous humanoids sometimes use dinosaurs as mounts, guards, or hunting animals. Humans and other ancestries have also been known to collect dinosaurs, be it to display them in menageries or keep them as exotic pets or guardians. Such activities are generally pursuits of the rich or eccentric, but certain druids and other guardians of nature feel strong kinships with dinosaurs as well and take them on as companions. When dinosaurs establish themselves in regions beyond their normal habitats, it is generally the result of these captive creatures escaping into the wild.
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.