Zombie MammothCreature 11
Source Pathfinder Book of the Dead
Perception +17 (darkvision)
Languages none
Skills Athletics +24
Str +7, Dex +0, Con +5, Int -5, Wis +2, Cha -3
AC 27; Fort +22; Reflex +15; Will +19;
HP 290 (negative healing)
Speed 45 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 10, Slashing 10
Tusk +24 (+19, +14) to hit (reach 15) 3d10+13 Piercing
Trunk +24 (+19, +14) to hit (reach 15) 2d10+7 Bludgeoning
Foot +24 (+19, +14) to hit (reach 10) 2d10+13 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Negative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Severed TrunkWhen the zombie mammoth is hit by a critical hit that deals slashing damage, the mammoth's trunk is severed from its body. Any creature Grabbed or Restrained with the trunk is released, and the mammoth loses its trunk Strike and Greater Constrict.
The trunk slithers across the battlefield, still animated, and acts in initiative right after the mammoth. It retains Greater Constrict and trunk Strikes but can't use tusk Strikes, foot Strikes, or Shambling Trample. It has all the stats of the mammoth, except its AC is reduced to 23, it has only 50 Hit Points, and its Speed is 10 feet. Damage dealt to the severed trunk has no effect on the zombie mammoth.
SlowA zombie mammoth is permanently Slowed 1 and can't use reactions.
Greater Constrict2d10+7 bludgeoning, DC 30 basic fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Shambling TrampleLarge or smaller, foot, DC 30 basic reflex
The zombie mammoth Strides up to its Speed instead of double.
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).
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
This monstrous creature can overrun defenses and stomp foes into the ground, making it a terror on any battlefield.
Simple to create and varied in purpose, these shambling undead are often used for their strength and endless stamina to conduct boring, repetitive tasks.
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.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.