Deinotherium
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Deinotherium Kaup, 1829
From Wikipedia,
the free encyclopedia
Deinotherium ("terrible beast") was a gigantic prehistoric relative of modern-day elephants that appeared in the Middle Miocene and continued until the Early Pleistocene. During that time it changed very little. In life it probably resembled modern elephants, except that its trunk was shorter, and it had downward curving tusks attached to the lower jaw.
Deinotherium was the second largest land mammal; only Indricotherium was larger. A large male stood about 3 to 4.5 meters tall at the shoulders.
Roleplaying Notes
Originally Posted by
Raptorial of the Wizards Community forums.
Deinotheriums are enormous pachyderms found in many differing habitats in a single region. A deinotherium herd consists of females, calves, and a skilled leader called a matriarch. Bulls usually stay on their own, especially during musth. In this time, the bulls go into a rage-like state, and are extremely dangerous. A bull in musth will attack anything in his territory.
| Deinotherium | |
| Huge Animal | |
| Hit Dice | 14d8+112 (175 hp) |
| Initiative | +2 (+2 Dex) |
| Speed | 40 ft. (8 squares) |
| Armor Class | 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14 |
| Base Attack/Grapple | +10/+30 |
| Attack | Gore +20 melee (2d6+12) |
| Full Attack | Gore +20 melee (2d6+12) and 2 stamps +15 melee (2d4+6) or slam +20 melee (2d8+12) |
| Space/Reach | 15 ft./10 ft. |
| Special Attacks | Trample |
| Special Qualities | Low-light vision |
| Saves | Fort +17, Ref +11, Will +6 |
| Abilities | Str 34, Dex 14, Con 27, Int 2, Wis 14, Cha 9 |
| Skills | Hide -6, Intimidate +3, Listen +8, Spot +6, Survival +5 |
| Feats | Cleave, Die Hard, Endurance, Power Attack, Run |
| Environment | Warm marshes, swamps, plains, and forests |
| Organization | Solitary, pair, or herd (3-11) |
| Challenge Rating | 13 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 15-28 HD (Huge); 29-42 HD (Gargantuan) |
| Level Adjustment | - |
Combat
A deinotherium
uses its down-curved tusks in battle, as well as its large feet to smash down
after rearing up.
Trample (Ex) As a full-round action, a deinotherium can move up to
twice its speed and run over any opponents size Large or smaller. The deinotherium
merely has to move over the opponents in its path; any creature whose space
is completely covered by the deinotheriums space is subject to the trample
attack. If a targets space is larger than 5 feet, it is only considered
trampled if the deinotherium moves over all the squares it occupies. If the
deinotherium moves over only some of a targets space, the target can
make an attack of opportunity against the deinotherium at a 4 penalty.
A deinotherium that accidentally ends its movement in an illegal space returns
to the last legal position it occupied, or the closest legal position, if
theres a legal position thats closer. A trample attack deals bludgeoning
damage (2d8+1-1/2 times its Str modifier). Trampled opponents can attempt
attacks of opportunity, but these take a 4 penalty. If they do not make
attacks of opportunity, trampled opponents can attempt Reflex saves to take
half damage.The save DC against a deinotheriums trample attack is 10+1/2
its HD + its Str modifier. A deinotherium can only deal trampling damage to
each target once per round, no matter how many times its movement takes it
over a target creature.
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