Everburning Mammoth

Level 8
Creature· chaoticRareMediumLegacy
AC 26
HP 135 (void healing)
Speed 30 ft.
Fort +16
Ref +17
Will +16
Perc +16
Size Medium
Rare
chaoticevilundeadunholy
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Languages common, hallit
Senses darkvision
Skills athletics +18, acrobatics +17, stealth +17
Recall Knowledge religion DC 29

Attacks

Melee Jaws +20/+15/+10(finesse, unarmed)
Damage: 2d6+8 piercing
Effect: paralysis
Melee Claw +20/+16/+12(agile, finesse, unarmed)
Damage: 2d6+6 slashing
Effect: grab

Abilities

Spurred by Deathdefensive

Trigger An ally within 30 feet reduces a creature to 0 HP Effect The everburning mammoth uses Drink Blood on a creature that meets the ability's requirements.

Drink Bloodoffensive(divine)

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the everburning mammoth's reach

The everburning mammoth tears into the creature with its jaws and gorges itself on the victim's blood. This requires an athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is Drained 1, and the everburning mammoth regains 15 healing HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the everburning mammoth but increases the victim's drain value by 1.

Paralysisoffensive(incapacitation, occult)

Any nonliving creature hit by the everburning mammoth's jaws Strike must succeed at a DC 23 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Traits

Chaotic
Evil