Manimal Triceratops

Manimal Triceratops

This is massive reptilian creature stands 20 feet tall and weighs almost 20,000 pounds. Three long horns project from its frilled head, and its small eyes glimmer with a mean intelligence.

Manimal Triceratops CR 10

XP 9,600
CN Huge monstrous humanoid (augmented animal)
Init -1; Senses low-light vision, scent; Perception +24

AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
hp 133 (14d10+56)
Fort +10, Ref +8, Will +10

Speed 30 ft.
Melee greatclub +20/+15/+10 (3d8+8), gore +17 (2d10+12/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks powerful charge (gore, 4d10+16), trample (1d8+12, DC 25)

Tactics A manimal triceratops usually tramples smaller opponents on its way to charge more worthy foes. When smaller opponents present a significant threat, it mercilessly pounds them into the ground with its huge greatclub.

Str 26, Dex 9, Con 19, Int 10, Wis 12, Cha 9
Base Atk +14; CMB +24; CMD 33
Feats Great Fortitude, Improved Bull Rush, Improved Critical, Power Attack, Run, Skill Focus (Perception), Weapon Focus (gore)
Skills Climb +18, Intimidate +16, Perception +24, Survival +18, Swim +18
Language Common
SQ animal blood

SPECIAL ABILITIES

Animal Blood (Ex)

A manimal triceratops counts both as an animal and a humanoid for the purpose of spells, abilities, and effects that specifically affect animals. It is allowed a Will save to resist spells and effects that specifically affect animals, even if the effect does not normally allow a Will save. The DC for such a save equals 10 + the spell’s level + caster’s appropriate ability modifier. If the effect is not a spell, the DC is equal to 10 plus 1/2 manimal’s HD plus manimal’s Charisma modifier. Success renders the manimal immune to that particular effect for 24 hours. Awaken animal has no effect on a manimal.

Environment temperate plains
Organization solitary, pair, herd (5-8)
Treasure standard