Giraffatitan

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Roleplaying

Originally Posted by

Rappy of the Wizards Community forums.

On this Thread

Giraffatitan
Colossal Animal
Hit Dice 25d8+228 (340 hp)
Initiative +4 (0 Dex, +4 Improved Initiative)
Speed 30 ft. (6 squares)
Armor Class 14 (-8 size, +12 natural), touch 2, flat-footed 14
Base Attack/Grapple +18/+46
Attack Tail +22 melee (4d6+12) or slam +22 melee (1d10+12)
Full Attack Tail +22 melee (4d6+12) or slam +22 melee (1d10+12)
Space/Reach 30 ft.+/30 ft.+
Special Attacks Trample
Special Qualities Low-light vision, scent
Saves Fort +25, Ref +14, Will +9
Abilities Str 34, Dex 10, Con 28, Int 1, Wis 13, Cha 9
Skills Listen +6, Search +5, Spot +6, Survival +9
Feats Die Hard, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack, Stamp, Toughness
Environment Warm plains
Organization Herd (7-26)
Challenge Rating 18
Treasure None
Alignment Always neutral
Advancement 26-35 HD (Colossal)
Level Adjustment -

* D&D Fluff: A massive sauropod of the inland savannahs, giraffatitan herds can be often seen thundering across the Central Plains, sometimes interspersed with the random stegosaurus or camptosaurus, or possibly even herds of other sauropods.
* Trample (Ex): As a full-round action, a giraffatitan may move up to twice its typical speed and trample creatures size Huge or smaller. The attack deals 1d10+18 points of bludgeoning damage. A trampled target may make attacks of opportunity at a -4 penalty. A trampled creature that does not make an attack of opportunity may make a Reflex save (DC 34) to half the trample damage. A giraffatitan may only trample each creature in its attack path once per round.

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