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AlphatuskThe most assertive of sabertusks. Though not all packs possess a leader, those led packs of sabertusks are observed to exhibit more aggression. Some have even reported alphatusks rampaging through houses miles from their own natural habitat.

Alphatusk (CR 7)

XP 3,200
N Large Animal
Init +7; Senses Darkvision 60 ft., low-light vision, scent; Perception +15

DEFENSE

AC 20, touch 12; flat-footed 17 (+3 dex, +8 natural, -1 size)
hp 85 (10d8+40), fast healing 7;
Fort +11, Ref +10, Will +5
Resist Fire 10, Holy 5
Weakness Ice

OFFENSE

Speed 50 ft.
Melee 2 Claws +13 (1d8+6 plus grab), Gore +14 (2d8+6 plus trip when charging)
Space 10 ft.; Reach 5 ft. (10 ft. for Gore)
Special Attacks Powerful Charge, Pounce, Rake (2 claws +13, 1d8+6), Throat-Rip

STATISTICS

Str 22, Dex 16, Con 18, Int 2, Wis 14, Cha 8
Base Atk +8; CMB +15 (+19 grapple); CMD 28 (32 vs. trip)
Feats Combat Reflexes, Improved Initiative, Power Attack, Skill Focus (Perception),  Weapon Focus (Gore)
Skills Acrobatics +14, Perception +16, Stealth +14, Swim +19; Racial Modifiers +4 Perception, +4 Survival when tracking by scent

SPECIAL ABILITIES

Pounce (Ex)

An alphatusk can make a full attack when it makes a charge attack.

Powerful Charge (Ex)

An alphatusk, when it makes a charge attack, he also deals double damage with his gore attack and gains a free action to do a trip combat maneuver. On a failed combat maneuver check, the alphatusk is not tripped in return. This ability works only on creatures of a size equal to or smaller than the alphatusk.

Throat-Rip (Ex)

As a full-round action, an alphatusk can deliver a coup de grace against a helpless opponent. If the victim survives the attack, he must succeed on a Fortitude save (DC 10 + damage dealt) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.