Ankylosaurus
Creature 6 — animal, dinosaur
AnvilSnareLANDanimaldinosaur
Squat, heavily armored quadrupeds, ankylosauruses are stubborn and irascible. Although they're herbivores, ankylosauruses have been known to attack trespassers simply out of ill temper. Ankylosauruses have few natural predators, as their bony hides are covered in spiked nubs that jut in many different directions to discourage larger creatures from biting them. An ankylosaurus is about 30 feet long, 10 feet tall at the shoulder, and weighs over 3 tons. Remnants from the world's primeval era, th
Source: pathfinder-monster-core
Perception +12; low-light-vision, scent (imprecise) 30 feet
Skills athletics +17
Str
+7
Dex
+0
Con
+4
Int
-4
Wis
+2
Cha
-1
AC 26
Fort +16
Ref +10
Will +12
HP 90
Speed 25 feet
Offense
Melee Tail (backswing, reach-15) +17, Damage 2d8+7 bludgeoning plus Punishing Tail
Melee Foot (reach-10, unarmed) +17, Damage 2d6+7 bludgeoning
Abilities
Punishing Tail — A creature struck by the ankylosaurus's tail must attempt a DC 24 Fortitude save.
On a failure, it's Stunned 1; on a critical failure, it's Stunned 3.
On a failure, it's Stunned 1; on a critical failure, it's Stunned 3.
Trample — Medium or smaller, foot, DC 24 Reflex
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).
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).
WORKS WELL WITH
SniperLANDThe huge reach and durability hold the front line so a ranged attacker can keep firing without being closed on.
FlankerLANDThe reach Strikes and Stunned condition tie up a target's attention, letting a mobile attacker slip in for the flank.
WeaverLANDA durable front-liner buys the casting time a spellcaster needs to land slower control effects.
PUNISHES
✖ melee reliance✖ clumping✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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