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Titanothere

by Jamie Baty

DMR29
Huge Animal
Hit Dice: 12d8+72 (126 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armour Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +9/+27
Attack: Gore +18 melee (2d6 +10)
Full Attack: Gore +18 melee (2d6 +10)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Trample
Special Qualities: Low-light vision
Saves: Fort +16, Ref +8, Will +5
Abilities: Str 30, Dex 10, Con 23, Int 2, Wis 13, Cha 4
Skills: Listen +11, Spot +10
Feats: Alertness, Endurance, Great Fortitude, Power Attack, Weapon Focus (Gore)
Environment: Temperate and Warm plains
Organisation: Solitary, Pair, or Team (2-5)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -

This herbivorous quadruped resembles a huge, blunt-horned rhino, and stands 12ft tall at the shoulder. Titanotheres are generally peaceful if left alone, preferring to graze grass and eat leaves off trees and shrubs. Small herds of these creatures can be found roaming grasslands in isolated and unsettled lands.

Combat
While peaceful, these creatures will defend themselves. They will gore or trample their opponents.

Trample (Ex): A titanothere can trample large-size or smaller creatures for 2d6+15 points of damage. Opponents who do not make attacks of opportunity against the baluchitherium can attempt a Reflex save (DC 26, Str based) to halve the damage.