🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Zombie MammothsCreature 8


UncommonNEHugeMindlessUndeadZombie
Source Pathfinder #176: Lost Mammoth Valley
Perception +13 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +19
Str +7, Dex +0, Con +4, Int -5, Wis +3, Cha +0

AC 18; Fort +18; Reflex +10; Will +15;
HP 200 (negative healing)
Speed 45 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 10, Slashing 10

Tusk One Action +20 (+15, +10) to hit (reach 15) 2d8+10 Piercing
Foot One Action +20 (+15, +10) to hit (reach 10) 2d10+10 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.

Scent (Imprecise) 30 feet

Scent 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.

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.

Slow

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

Dual Tusks One Action

The zombie mammoth makes two tusk Strikes, each against a different creature. This counts as one attack for the mammoth's multiple attack penalty, and the penalty doesn't increase until after both attacks.

Impaling Tusks One Action

The zombie mammoth makes a tusk Strike against a creature it's grabbing with its trunk. If the attack hits, the creature is impaled upon one of the mammoth's tusks, freeing the trunk to make attacks. Each of the mammoth's tusks can hold two Medium or smaller creatures. A mammoth can attack with its tusks while creatures are impaled upon them.

Grabbing Trunk

A Medium or smaller creature hit by the zombie mammoth's trunk is Grabbed. If the mammoth moves, it can bring the grabbed creature along with it.



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.

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.