🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

War SauropeltaCreature 12


UncommonNLargeAnimalDinosaur
Source Pathfinder #154: Siege of the Dinosaurs
Perception +23 (low-light vision)
Languages none
Skills Athletics +25
Str +7, Dex +2, Con +7, Int -4, Wis +4, Cha +0

AC 34; Fort +25; Reflex +20; Will +22;
HP 220
Speed 25 feet
Immunities olfactory

Tail One Action +24 (+19, +14) to hit (backswing, reach 10) 3d8+13 Bludgeoning
Foot One Action +24 (+19, +14) to hit 3d6+13 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.

Buck Reaction

DC 32 reflex


Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.


Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.

Dogged Persistence Reaction

Frequency once per minute

Trigger The war sauropelta would be affected by the Immobilized, Paralyzed, Slowed, or Stunned conditions, or by an effect that would give it a penalty to its Speeds, from a source of 14th level or less


Effect The war sauropelta negates the triggering condition or effect.

Punishing Tail

A creature struck by the war sauropelta's tail must attempt a DC 32 fortitude save. On a failure, it's Stunned 1; on a critical failure, it's Stunned 3.

Trample Three Actions

Medium or smaller, foot, DC 32 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).

Push One Action

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


Effect The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.



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.