Hardibuff by Paladin
Huge Animal
Hit Dice: 4d8+35 (53 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 11 (-2 size, +2 Dex, +1 natural), touch 10, flat-footed 9
Base Attack/Grapple: +3/+22
Attack: Gore +12 melee (2d6 +11)
Full Attack: Gore +12 melee (2d6 +11) and hooves +7 melee (2d8 +5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +6, Will +0
Abilities: Str 33, Dex 15, Con 27, Int 2, Wis 8, Cha 8
Skills: Hide -6, Listen +2, Spot +1, Swim +13
Feats: Run,Toughness

Environment: Temperate,Warm plains,forests,marshes
Organization: Solitary, or Herd (20-40)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)
Level Adjustment: -


A massive relative of the common water buffalo, the hardibuff is occasionally a threat to farmers in moist environments.

In basic form, hardibuffs resemble water buffaloes, though the average adult hardibuff is about the length and weight of an elephant. In addition, the dewlap of a hardibuff has the texture of a crocodile's skin.

Hardibuffs are generally placid herbivores by nature, living in herds of roughly 15 to 30 adults and 5 to 10 younger hardibuff. Wild adult male hardibuffs are generally solitary by nature though, and as a result are much more dangerous when encountered by smaller creatures.

Wild hardibuffs commonly are found in temperate and warm marshlands and well as wet plains and forests.,In basic form, hardibuffs resemble water buffaloes, though the average adult hardibuff is about the length and weight of an elephant. In addition, the dewlap of a hardibuff has the texture of a crocodile's skin.

Hardibuffs are generally placid herbivores by nature, living in herds of roughly 15 to 30 adults and 5 to 10 younger hardibuff. Wild adult male hardibuffs are generally solitary by nature though, and as a result are much more dangerous when encountered by smaller creatures.

Wild hardibuffs commonly are found in temperate and warm marshlands and well as wet plains and forests.

Combat
When attacked, female hardibuffs with young encircle the adolescent members of the herd to protect them (as the young hardibuffs rarely attempt to directly engage potential predators). If a attacking group of creatures refuses to back away from the herd, the females will either attempt to gore or kick their enemies, or they will attempt to trample the enemy for 49 HD damage per each success.

Solitary adult male hardibuffs will attempt to gore and trample their enemies as well, though they are far more likely to attack potential foes than females.


Trample (Ex): As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’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 trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a –4 penalty. A trampling creature 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 (the creature’s slam damage + 1-1/2 times its Str modifier). The creature’s descriptive text gives the exact amount. 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 creature’s trample attack is 10 + 1/2 creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.When a creature detects a scent, the exact location of the source is not revealed

  • only its presence somewhere within range. The creature can take a move action to note the direction of the scent.Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    Society
    The wild behaviors of hardibuffs have been mentioned above, other than the nature of males during mating season. Wild adult male hardibuff are extremely dangerous to other males of their kind and potential predators during this season, and often fights between male hardibuffs or the hardibuff and other creatures results in severe injury or death.

    Young or elderly hardibuff can be tamed in order to perform work on farmland in some regions. However, wild hardibuff can not tell the difference between the wild and farmland, often resulting in the herds of hardibuff attempting to eat the crops, and possible fights with farmers.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



  • Wander Home