Mörbier without his barding. Picture by ja ki-d5rdpuj
Harvarr Ubron
Male Megafauna Embolotherium
Neutral Huge Animal
Init +0 (+0 dex)
Senses Perception +5, low-light vision
AC 21, touch 9, Flat-footed 21; (-1 dex, +14 natural armor, -2 Size)(+4 armor, +1 deflection)
HP 94 (9d8 + 9x 5 con + 9 feat)
Fort +11 (con +5, animal +6)(+1 resistance)
Refl +7 (dex -0, animal +6, feat +2)(+1 resistance)
Will +6 (wis +1, animal +3, feat +2)(+1 resistance)
Special Defences
- Evasion
- Devotion
- +4 morale bonus on Will saves against enchantment spells and effects.
Speed 30ft, with barding 30ft
Melee reach 10'
Bite | +15/+10 | 3d6+14 | (x2) |
Bite | +13/+8 | 3d6+20 | (x2) | PA |
Special Offence
Str 28 (27+1) Dex 9 Con 20 (19+1) Int 2 Wis 13 Cha 3
Base Atk +6; CMD 17 (bab 6, str 9, +2 size); CMD 27 (bab 6, str 9, +2 size) |+4 against trip
Feats
Skills acp -2; Total skill ranks: 9
- Acrobaticsc (3) +7
- Climbc (1) +11
- Escape Artistc (1) +5
- Flyc +1
- Intimidatec -4
- Perceptionc (1) +5
- Stealthc (1) +0
- Survivalc (1) +5
- Swimc (1) +11
Wondrous Items
- Head
- Headband
- Face/Eyes
- Neck Amulet of Mighty Fists +1
- Shoulders
- Chest
- Body
- Armor
- Belt Exotic military saddle
- Wrist
- Hand
- Ring
- Ring
- Feet
Tricks 6 (int) + 3 (animal companion)
- Attack x2
- The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
- Come
- The animal comes to you, even if it normally would not do so.
- Defend
- The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
- Down
- The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
- Flank
- You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
- Guard
- The animal stays in place and prevents others from approaching.
- Heel
- The animal follows you closely, even to places where it normally wouldn’t go.
- Watch
- The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area.
- Maneuver (Trample)