WollipedCreature 3
Source Pathfinder Bestiary 3
Perception +9 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +10, Athletics +10, Survival +9
Str +3, Dex +4, Con +4, Int -4, Wis +1, Cha +2
AC 19; Fort +10; Reflex +12; Will +5; +2 circumstance to all saves vs. shove and trip
HP 55
Speed 35 feet
Tusk +10 (+5, +0) to hit 1d10+5 Piercing
Hoof +10 (+5, +0) to hit 1d8+5 Bludgeoning
Spit +12 (+7, +2) to hit (range increment 30) 1d8+2 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) 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.
+2 Circumstance to All Saves vs. Shove and TripIce StrideA wolliped isn't impeded by difficult terrain caused by snow or ice, nor does it need to attempt Acrobatics checks to keep from falling on slippery ice.
Regurgitated WrathFrequency once per hour
Effect The wolliped regurgitates the contents of its stomach and spits them at the target, dealing 2d6 bludgeoning damage and 2d6 acid damage. The target attempts a DC 20 basic reflex save, and on a failure also becomes Sickened 1 (Sickened 2 on a critical failure).
TrampleMedium or smaller, hoof, DC 20 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).
Wollipeds are large, docile herd animals found in the snowy foothills of large mountains. Their eight legs give them sure footing even in icy terrain, and they grow thick, warm fleece as protection against the elements.
Arctic ranchers have been breeding wollipeds for hundreds of years, as the gentle creatures take well to domestication and make plentiful, hardy sources of meat, milk, and wool. The creatures also provide sure-footed transport in difficult mountain regions, and they can even be trained for plowing and hauling if necessary.
As a result of their widespread domestication, few are found in the wild. Young wollipeds have weak vision during their first few weeks and habitually follow any larger creature that walks by. Usually, these young wollipeds become attached their rancher or parents, but on occasion a few might follow large wild creatures and wander off from their herd. This has led to feral wollipeds around the Kodar mountains in Irrisen that are much more aggressive than their domesticated cousins.
Wollipeds are extremely sturdy, and their docile temperaments make them excellent mounts for those traveling mountain passes. Some mountain settlements have further trained their wollipeds to fight. Battle-ready wollipeds are formidable enemies that pose a threat to even the most experienced of challengers-but even untrained, wollipeds are not defenseless. In addition to their long tusks, they have developed spitting as a way of communication and assault, and readily regurgitate a mixture of stomach acid and the remnants of their last meal to deter predators.
Few on Golarion realize that these arctic beasts are not native to their world. Wollipeds originated on the planet Triaxus, a world with a magically enhanced eccentric orbit around the same star as Golarion. During the centuries-long Triaxian winters, wollipeds play an integral role in many communities as food, wool, transportation, and even a simple form of companionship. During the equally extended tropical summers, wollipeds retreat to the polar extremes of their world to await the return of the long snows.
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.