Creature Codex — Lycanthrope, Weremammoth

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Lycanthrope, Weremammoth

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“Crossing” © deviantArt user LhuneArt and FurAffinity user Nomax. Accessed at LhuneArt’s gallery here

[Yes, the statistics in the Bestiary are titled mastodon. But the art here, with its high forehead and dramatically arcing tusks, is clearly an anthro mammoth.]

Lycanthrope, Weremammoth
CR 13 CN Humanoid

This giant has broad shoulders, a dense pelt and the head of a massive elephant.

Found in the primeval reaches of the world, weremammoths combine the strength of giants with that of prehistoric elephants. They are most common among taiga giants, but many types of giant can become a weremammoth. In taiga giant populations, weremammoths are seen as ascetics who channel spirits to the point of physical transformation—they are likely to take levels in druid or oracle to enhance their connection to mysterious powers. A weremammoth is typically patient and wise, slow to anger but fearsome when riled. Weremammoths are intensely devoted to their families and friends, and will kill or die to protect them.

Weremammoth (Taiga Giant Form)         CR 13
XP 25,600

Taiga giant weremammoth
CN Huge humanoid (giant, shapechanger)
Init +2; Senses low-light vision; Perception +14, scent
Defense
AC
26, touch 14, flat-footed 24 (+4 armor, +4 deflection, +2 Dex, +8 natural, –2 size)
hp
157 (15d8+90)
Fort +15, Ref +9, Will +11
Defensive Abilities rock catching; Immune enchantment and illusion spells
Offense
Speed
30 ft. (40 ft. without armor)
Melee
spear +19/+14/+9 (3d6+15/×3) or 2 slams +19 (1d8+10)
Ranged
rock +12 (2d6+15) or spear +11 (3d6+10/×3)
Space
15 ft.; Reach 15 ft.
Special Attacks
rock throwing (140 ft.)
Statistics
Str
31, Dex 14, Con 22, Int 12, Wis 19, Cha 13
Base Atk +11; CMB +23; CMD 39
Feats Alertness, Endurance, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Self-Sufficient, Shot on the Run (B), Vital Strike
Skills Climb +15, Heal +6, Knowledge (religion) +11, Perception +14, Sense Motive +6, Stealth +6 (+12 in undergrowth), Survival +21; Racial Modifiers +6 Stealth in undergrowth
Languages
Common, Giant
SQ change shape (taiga giant, hybrid or mastodon, polymorph), lycanthropic empathy (deinotherium, elephants, mastodons), spirit summoning
Ecology
Environment
cold mountains or forests
Organization
solitary, warband (2–7), or tribe (2-7 plus 20–50 taiga giants plus 30% noncombatants, 1 druid or oracle of 3rd–5th level, 2–4 barbarian or ranger hunters of 3rd–5th level, 1 chieftain barbarian or fighter of 4th–7th level, 2–6 dire bears, 2–6 dire tigers, and 8–12 stone giants)
Treasure
standard (hide armor, spear, other treasure)Special Abilities
Spirit Summoning (Su)
Once per day, a taiga giant may perform a 10-minute ritual to tap into the power and insight of his ancestral spirits. These spirits provide a +4 deflection bonus to AC, immunity to enchantment and illusion spells, and one of the following spell effects: bless, endure elements, protection from evil, protection from good, or see invisibility. The effects of a spirit summoning persist for 24 hours.

Weremammoth (Hybrid Form)  CR 13
XP 25,600

CN Huge humanoid (giant, shapechanger)
Taiga giant weremammoth
Init
+2; Senses low-light vision; Perception +14, scent
Defense
AC
32, touch 14, flat-footed 30 (+4 armor, +4 deflection, +2 Dex, +14 natural, –2 size)
hp
172 (15d8+105)
Fort
+16, Ref +9, Will +11
DR 10/silver; Defensive Abilities rock catching; Immune enchantment and illusion spells
Offense
Speed 30 ft. (40 ft. without armor)
Melee spear +22/+17/+22 (3d6+19/×3), gore +20 (2d8+6 plus curse of lycanthropy), slam +20 (2d6+6) or 2 slams +22 (1d8+13), gore +22 (2d8+13 plus curse of lycanthropy), slam +22 (2d6+13)
Ranged rock +12 (2d6+15) or spear +11 (3d6+10/×3)
Space
15 ft.; Reach 15 ft.
Special Attacks
rock throwing (140 ft.), trample (2d8+19, DC 30)
Statistics
Str 36, Dex 14, Con 24, Int 12, Wis 19, Cha 13
Base Atk
+11; CMB +26; CMD 42
Feats Alertness, Endurance, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Self-Sufficient, Shot on the Run (B), Vital Strike
Skills Climb +18, Heal +6, Knowledge (religion) +11, Perception +14, Sense Motive +6, Stealth +6 (+12 in undergrowth), Survival +21; Racial Modifiers +6 Stealth in undergrowth
Languages Common, Giant
SQ
change shape (taiga giant, hybrid or mastodon, polymorph), lycanthropic empathy (deinotherium, elephants, mastodons), spirit summoning
Ecology
Environment
cold mountains or forests
Organization
solitary, warband (2–7), or tribe (2-7 plus 20–50 taiga giants plus 30% noncombatants, 1 druid or oracle of 3rd–5th level, 2–4 barbarian or ranger hunters of 3rd–5th level, 1 chieftain barbarian or fighter of 4th–7th level, 2–6 dire bears, 2–6 dire tigers, and 8–12 stone giants)
Treasure
standard (hide armor, spear, other treasure)
Special Abilities
Spirit Summoning (Su)
Once per day, a taiga giant may perform a 10-minute ritual to tap into the power and insight of his ancestral spirits. These spirits provide a +4 deflection bonus to AC, immunity to enchantment and illusion spells, and one of the following spell effects: bless, endure elements, protection from evil, protection from good, or see invisibility. The effects of a spirit summoning persist for 24 hours.

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