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Reindeer, Giantby Jamie Baty
Hit Dice: 2d8+6 (15 hp)
Initiative: +1 (+1 Dex)
Speed: 65 ft. (13 squares)
Armour Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+10
Attack: Gore +5 melee (1d8 +5)
Full Attack: Gore +5 melee (1d8 +5) and 2 hooves +0 melee (1d4 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +0
Abilities: Str 20, Dex 13, Con 16, Int 2, Wis 11, Cha 5
Skills: Climb +10, Hide +1, Listen +1, Spot +6, Survival +5
Environment: Any Cold
Organisation: Solitary, Pair, Family (2-5), or Herd (40-60)
Challenge Rating: 1
Alignment: Always neutral
Advancement: 3-4 HD (Large)
Level Adjustment: -
These enormous herd beasts stand as high as a horse. The Anatalians in Hollow World keep large herds, and will use them as mounts because of the giant reindeer's adaptation to their harsh, cold environment.
A giant reindeer will trample threats or charge and gore an opponent. It can also use it hooves for defence, but these are relatively weak attacks.
Trample (Ex): A giant reindeer can trample medium-size or smaller creatures for 1d8+8 points of damage. Opponents who do not make attacks of opportunity against the giant reindeer can attempt a Reflex save (DC 16, Str based) to halve the damage.
Scent (Ex): This special quality allows a giant reindeer to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: Giant reindeer have a racial bonus of +4 to Climb, Hide, Spot and Survival skills.
Carrying Capacity: A giant reindeer can carry up to 400 lbs as a light load, 401 to 800lbs as a medium load and 801 to 1200lbs as a heavy load.