Giant Pangolin
Creature 4 — animal
Pre-Remaster content. May include legacy alignment.
Despite their prodigious size, giant pangolins are solitary, reclusive creatures who forage by night for insects and vermin. To defend themselves from predators, they rely on a veritable arsenal of natural defenses to dissuade their foes: thick armor of wickedly sharp scales, a flexible and muscular body capable of rolling into a defensive ball, and a noxious musk. Against more persistent threats, giant pangolins' powerful digging claws prove mighty weapons in a pinch. While a pangolin's defens
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +12
Skills athletics +13, stealth +8, survival +10
Str
+5
Dex
+0
Con
+3
Int
-4
Wis
+2
Cha
+0
AC 21
Fort +11
Ref +8
Will +10
HP 63
Speed 30 feet, burrow 20 feet, climb 20 feet
Offense
Melee Claw +13, Damage 1d10+7 piercing
Melee Tongue +13, Damage 1d6+7 bludgeoning
Abilities
Devourer of Swarms — The giant pangolin ignores the resistances of swarms, and its tongue Strike deals an additional 2d6 damage against swarms.
Emit Musk (olfactory) — The giant pangolin releases a disorienting and repulsive musk within a 5-foot emanation. Each creature in the area must attempt a DC 20 Fortitude save.
The pangolin can't Emit Musk again for 1d4 rounds.
**Critical Success** The creature becomes temporarily immune to pangolin musk for 1 minute.
**Success** The creature is unaffected.
**Failure** The creature is Sickened 1.
**Critical Failure** The creature becomes sickened 1 and is Off-Guard until no longer sickened.
Roll Up (move) — The giant pangolin falls Prone and rolls up into a ball.
While rolled up, the only actions the giant pangolin can perform are Emit Musk and Stand, and it also becomes Blinded and gains resistance 10 to physical damage.
An adjacent creature that hits a rolled-up giant pangolin with a melee Strike takes 1d6 slashing damage. These effects end once the giant pangolin Stands.
Grab — Grab
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