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.

On this Thread

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 deinotherium’s space is subject to the trample attack. If a target’s 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 target’s 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 there’s a legal position that’s 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 deinotherium’s 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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