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Giant Tapir (Snared)

Creature 2 — animal

Pre-Remaster content. May include legacy alignment.

With a blunt, prehensile trunk and a squat posture, giant tapirs resemble a cross between elephant and boar, though they're actually more closely related to horses and rhinoceroses. Tapirs live in loose herds that graze near rivers and lakes. They enjoy fresh water, not only for the lush plants that grow along the shores-which they eat in prodigious quantities- but also for the protection the water provides. When predators approach, tapirs retreat to the water to hide, keeping their snouts barel

Source: quest-for-the-frozen-flame-bestiary (Pre-Remaster)

Perception +8
Skills athletics +8, stealth +5
Str
+4
Dex
+1
Con
+3
Int
-4
Wis
+2
Cha
+0
AC 18 Fort +11 Ref +7 Will +6
HP 30
Speed 25 feet

Offense

Melee Jaws +10, Damage 1d8+6 piercing

Abilities

Grinding Bite — **Critical Success** The creature is unaffected. **Success** The creature is Enfeebled 1 until the start of its next turn. **Failure** The creature takes 2d4 bludgeoning damage and is enfeebled 1 until the end of its next turn. **Critical Failure** The creature takes 4d4 bludgeoning damage and is enfeebled 1 for 1 minute.
Snared — Due to the poison barbs stuck in its hooves, the tapir can't Stride farther than 10 feet.
Splayed Toes — Giant tapirs ignore difficult terrain from mud and shallow water.

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