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Megafauna, Deinotherium, The Tusked Titan of Ancient Forests

Deinotherium is a colossal prehistoric mammal resembling a giant elephant, but with a uniquely twisted pair of downward-curving tusks jutting from its lower jaw. Its massive body is covered with coarse, bristly fur, and its thick legs end in broad, padded feet that help support its immense weight. Its deep-set eyes convey a sense of ancient wisdom and formidable strength.


Behaviour:
Despite its intimidating size and tusks, Deinotherium is primarily a peaceful browser, using its tusks to pull down branches and strip bark from trees. However, it can become fiercely defensive if threatened, using its tusks and sheer bulk to charge and trample attackers. Deinotherium is generally solitary or found in small family groups, communicating with low-frequency rumbles that resonate through the forest.


Habitat:
Deinotherium inhabits dense forests and river valleys, favoring lush areas with abundant foliage. It roams vast territories in search of food and water, moving slowly but deliberately across the landscape.


Modus Operandi:
Deinotherium relies on its massive size to deter predators and competitors. When provoked, it uses powerful charges to crush foes, swinging its tusks in wide arcs to impale or knock aside enemies. It prefers to avoid conflict but will relentlessly defend itself and its young when necessary.


Motivation:
Driven by survival and the need to protect its territory and offspring, Deinotherium is a guardian of the ancient woods. It seeks to maintain balance in its environment, crushing threats and ensuring the continuation of its kind.


  • Deinotherium 5e
  • Deinotherium, Pathfinder

Huge beast, unaligned
Challenge: 8 (3,900 XP) • Proficiency Bonus: +3


Armor Class: 16 (natural armor)
Hit Points: 126 (12d12 + 48)
Speed: 40 ft.


STRDEXCONINTWISCHA
22 (+6)9 (−1)18 (+4)3 (−4)12 (+1)8 (−1)

Saving Throws: Str +9, Con +7
Skills: Perception +4
Damage Resistances: Bludgeoning from nonmagical attacks
Senses: passive Perception 14
Languages:
Traits:

  • Massive Bulk. Advantage on saving throws against being pushed or knocked prone.
  • Tusks of Destruction. Tusks bypass resistance to slashing damage.
  • Trampling Charge. If Deinotherium moves at least 20 feet straight toward a creature and then hits it with a tusks attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone and take an extra 17 (5d6) bludgeoning damage.

Actions

  • Multiattack. Makes two attacks: one tusks and one stomp.
  • Tusks. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
    Hit: 22 (3d10 + 6) slashing damage.
  • Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
    Hit: 19 (3d6 + 6) bludgeoning damage.

Legendary Actions

Deinotherium can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Regains spent legendary actions at the start of its turn.

  • Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
    Hit: 19 (3d6 + 6) bludgeoning damage.
  • Charge. Moves up to its speed without provoking opportunity attacks. If it ends its movement within 5 feet of a creature, it can make a tusks attack.

Tactics

Deinotherium uses its bulk and powerful tusks to keep foes at bay, charging with force to knock down enemies and following up with stomps to control the battlefield. Its heavy armor and size make it a tough target, and it fights fiercely to protect itself and its territory.

Megafauna, Deinotherium
Deinotherium giganteum, based on photo of skeleton from Kiev museum. Date 2009 dmitrchel@mail.ru Creator:Dmitry Bogdanov

This creature resembles an elephant, though it has a shorter, thicker trunk and sharp, downward-curving tusks.

Deinotherium CR 7

XP 3,200
N Huge animal
Init –1; Senses low-light vision, scent; Perception +11

DEFENSE

AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp 84 (8d8+48)
Fort +12, Ref +5, Will +5

OFFENSE

Speed 30 ft.
Melee gore +13 (2d6+9), slam +13 (1d8+9)
Space 15 ft.; Reach 15 ft.
Special Attacks sweep, trample (2d8+13, DC 23)

STATISTICS

Str 29, Dex 9, Con 22, Int 2, Wis 13, Cha 4
Base Atk +6; CMB +17; CMD 26 (30 vs. trip)
Feats Diehard, Endurance, Iron Will, Power Attack
Skills Perception +11, Swim +13

SPECIAL ABILITIES

Sweep (Ex)

A deinotherium can sweep a target with its tusks and knock the victim to the ground. As part of a charge, a deinotherium can move up to twice its base speed in a straight line and make a gore attack at any point during its movement. If this attack is successful, the target is knocked prone and the deinotherium can deal damage with its trample attack before continuing its movement.

ECOLOGY

Environment any forests or plains
Organization solitary, pair, or family (2 adults and 1 calf)
Treasure none

Deinotheriums are in the same evolutionary family as the elephant, though these regal beasts have a far shorter temper than their more docile cousins.

They are known to attack with very little provocation, charging targets and sweeping these foes under their gigantic feet to trample to death. While deinotheriums are herbivores, their quick tempers have given them a false reputation as man-eaters. They generally group into small family packs consisting of a calf and its parents.

A deinotherium stands 12 feet tall at the shoulder, measures 25 feet from trunk to tail, and weighs 30,000 pounds.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.

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