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 (â1 Dex, +14 natural, â2 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
A manimal triceratops counts both as an animal and a humanoid for the purpose of spells, abilities, and eï¬ects that specifically aï¬ect 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 spellâs level + casterâs appropriate ability modifier. If the effect is not a spell, the DC is equal to 10 plus 1/2 manimalâs HD plus manimalâs 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