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Zombie MammothCreature 11


NEHugeMindlessUndeadZombie
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 One Action +24 (+19, +14) to hit (reach 15) 3d10+13 Piercing
Trunk One Action +24 (+19, +14) to hit (reach 15) 2d10+7 Bludgeoning
Foot One Action +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 Healing

A 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 Trunk

When 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.

Slow

A zombie mammoth is permanently Slowed 1 and can't use reactions.

Greater Constrict One Action

2d10+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 Trample Two Actions

Large 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 Grab Free Action

The 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

Common

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.

Mindless

A 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.