Megafauna
Init: +0. Senses: low-light vision, scent; Perception +13. Ac: 20, touch 9, flat-footed 20 (+11 natural, -1 size).
Hp: 85 (9d8+45).
Fortitude: +13. Reflex: +6. Will: +4.
Speed: 30 ft.. Melee: gore +14 (4d8+13). Space: 10 ft.. Reach: 5 ft.. Special Attacks: powerful charge (4d8+13), trample (2d8+13, DC 23). Strength: 28. Dexterity: 10. Constitution: 21. Intelligence: 2. Wisdom: 13. Charisma: 3.
Base Attack: +6. Cmb: +16. Cmd: 26 (30 vs. trip).
Feats: Diehard, Endurance, Great Fortitude, Improved Overrun, Power Attack.
Skills: Perception +13.
Environment: temperate plains. Organization: solitary, pair, or herd (3-12). Treasure: none.
Description: This creature is much like a rhino, some six feet tall and ten feet long, with a pair of massive, knife-like horns curving up from its nose.
The arsinoitherium is a herbivore, but it displays a fierce and threatening behavior when it perceives danger: bellowing, stamping, and tossing its head. Threats that do not recede from such warnings are met with a fierce bellow and a charge.
7th-Level Advancement
Init: +0. Senses: low-light vision, scent; Perception +16. Ac: 21, touch 9, flat-footed 21 (+12 natural, -1 size).
Hp: 67 (9d8+27).
Fortitude: +11. Reflex: +6. Will: +4.
Speed: 20 ft.. Melee: 2 claws +12 (1d10+7). Space: 10 ft.. Reach: 5 ft.. Strength: 25. Dexterity: 10. Constitution: 17. Intelligence: 2. Wisdom: 13. Charisma: 6.
Base Attack: +6. Cmb: +14. Cmd: 24 (28 vs. trip).
Feats: Endurance, Great Fortitude, Improved Bull Rush, Power Attack, Skill Focus (Perception).
Skills: Perception +16.
Environment: temperate plains. Organization: solitary or pair. Treasure: none.
Description: This armored creature has a bony, turtle-like shell from which protrude short limbs, a blunt head, and a short spiky tail.
The gylptodon is often hunted for the value of its outer armor, made up of bony plates in turn composed of many smaller, knobby “scales.” The creature is quite capable of defending itself with swipes from its deadly claws, as its ill-tempered nature often urges it to do.
7th-Level Advancement
Init: +2. Senses: low-light vision, scent; Perception +9. Ac: 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size).
Hp: 34 (4d8+16).
Fortitude: +8. Reflex: +8. Will: +3.
Speed: 50 ft.. Melee: gore +7 (2d6+5), 2 hooves +2 (1d4+2). Space: 10 ft.. Reach: 5 ft.. Special Attacks: powerful charge (4d6+7). Strength: 20. Dexterity: 15. Constitution: 18. Intelligence: 2. Wisdom: 15. Charisma: 5.
Base Attack: +3. Cmb: +9. Cmd: 21 (25 vs. trip).
Feats: Endurance, Lightning Reflexes, RunB.
Skills: Perception +9.
Environment: cold or temperate forest and plains. Organization: solitary, pair, or herd (3-50). Treasure: none.
Description: The massive and majestic elk stands fully the height of a human at its shoulder, and its antlers stretch over ten feet across.
The megaloceros is a powerful and enormous elk, also known as a “great elk” or “king stag.” It stands about 6 feet tall at the shoulder and has antlers spanning up to 12 feet. It weighs 1,400 pounds.
7th-Level Advancement
Init: +0. Senses: low-light vision, scent; Perception +14. Ac: 18, touch 8, flat-footed 18 (+10 natural, -2 size).
Hp: 59 (7d8+28).
Fortitude: +9. Reflex: +5. Will: +3.
Speed: 30 ft., climb 10 ft.. Melee: 2 claws +10 (1d8+7 plus trip). Space: 15 ft.. Reach: 10 ft.. Special Attacks: rend (2 claws, 1d8+10). Strength: 25. Dexterity: 10. Constitution: 19. Intelligence: 2. Wisdom: 13. Charisma: 6.
Base Attack: +5. Cmb: +14. Cmd: 24 (28 vs. trip).
Feats: Awesome Blow, Improved Bull Rush, Power Attack, Skill Focus (Perception).
Skills: Climb +15, Perception +14.
Environment: temperate or warm forest. Organization: solitary or pair. Treasure: none.
Description: The great sloth, standing on its hind legs, can reach the treetops with its agile tongue to grab at foliage.
The megatherium is a massive sloth weighing 10,000 pounds. It can balance on its hind legs and tail, allowing it to reach up to 20 feet high.
7th-Level Advancement