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SaberclawRelative of the sabertusk indigenous to the mountains of Cleigne. Its claws, while menacing, pale in comparison to its brutal fangs, which are capable of ripping flesh, bone, and even metal to ribbons before regenerating anew.

Saberclaw (CR 5)

XP 1,600
N Medium Animal
Init +7; Senses Darkvision 60 ft., low-light vision, scent; Perception +10


AC 18, touch 13; flat-footed 15 (+3 Dex, +5 natural)
hp 53 (7d8+21), fast healing 5;
Fort +8, Ref +8, Will +3
Resist Fire 5, Holy 5
Weakness Ice


Speed 40 ft.
Melee 2 Claws +9 (1d6+4 plus grab), Gore +10 (2d6+4 plus trip when charging)
Space 5 ft.; Reach 5 ft. (10 ft. for Gore)
Special Attacks Powerful Charge, Rake (2 claws +6, 1d6+4)


Str 18, Dex 17, Con 16, Int 2, Wis 12, Cha 8
Base Atk +5; CMB +9 (+13 grapple); CMD 22 (26 vs. trip)
Feats Improved Initiative, Power Attack, Skill Focus (Perception), Weapon Focus (Gore)
Skills Acrobatics +10, Perception +10, Stealth +10, Swim +11; Racial Modifiers +4 Perception, +4 Survival when tracking by scent


Powerful Charge (Ex)

A saberclaw, 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 saberclaw is not tripped in return. This ability works only on creatures of a size equal to or smaller than the saberclaw.