Earthen Destrier
Creature 4 — earth, elemental
CrasherLANDSUBTERRANEANearthelemental
This wave of dirt takes the crude likeness of the melded forequarters of a charging warhorse and a rocky knight wielding a rudimentary lance of gray stone. Certain earth elementals manifest as specific types of material, be they boulders, sand, or crystals.
Source: pathfinder-monster-core-2
Perception +10; darkvision, tremorsense (imprecise) 60 feet
Languages petran
Skills athletics +12
Str
+4
Dex
+1
Con
+4
Int
-1
Wis
+3
Cha
+0
AC 20
Fort +14
Ref +9
Will +10
HP 75
Immunities bleed, paralyzed, poison, sleep
Speed 50 feet, burrow 30 feet (earth glide)
Offense
Melee Lance Arm (deadly-d8, reach-10) +14, Damage 2d8+6 piercing plus Lancing Charge
Melee Hoof +14, Damage 2d6+6 bludgeoning
Abilities
Earth Glide — An earthen destrier can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.
Lancing Charge — If the destrier moved at least 10 feet directly before its lance arm Strike, it gains a +2 circumstance bonus to its damage roll.
Tilting Strike —
Trample — Medium or smaller, hoof, DC 20 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
AnvilLAND / SUBTERRANEANA durable frontline fixes the party's attention so the destrier can Burrow into position for an unseen Lancing Charge.
SniperLANDRanged pressure keeps the party spread out, giving the charging destrier room to build the distance its Lancing Charge bonus needs.
SnareLAND / SUBTERRANEANBattlefield control that slows or immobilizes targets sets up easy Trample passes for the destrier's charge.
PUNISHES
✖ clumping✖ melee reliance✖ static positioning
Stacking with another fast charger creates a chaotic, hard-to-track battlefield rather than compounding pressure.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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