This site is games | books | films

Megafauna, “Elasmotherium: The Frostbound Behemoth of Prehistoric Plains”

Elasmotherium: The Frostbound Behemoth of Prehistoric Plains
Create

Elasmotherium — A colossal, shaggy rhinoceros from a bygone age, the Elasmotherium roams hidden steppes and lost valleys, brandishing a spiraled ivory horn capable of sweeping snow, uprooting brush, or shattering foes; this Huge Ice Age beast embodies raw prehistoric power, thriving as a guardian of remote wilderness in fantasy worlds and “lost world” adventures alike.

Appearance

A colossal rhinoceros of the frozen frontier, the Elasmotherium looms twelve feet high at the shoulder, its shaggy gray-brown coat dusted with perpetual frost. From a domed brow rises a towering spiraled horn, veined with ivory and stone, while tree-trunk legs and cleft hooves carry it across untamed grasslands.


Behaviour

Usually solitary, these ancient grazers drift across primeval plains with deliberate calm, breaking only to thunder forward if startled or provoked. Bulls crash horns with a roar during the mating season, and mothers defend calves with implacable courage.


Habitat

Elasmotheriums endure in remote steppe, tundra, and misted high valleys—hidden pockets of a lost world where Ice Age herds linger beyond the reach of civilisation. Explorers speak of herds browsing on windswept plateaus or drinking from crystalline lakes beneath sheer glaciers.


Modus Operandi

Primarily peaceful grazers, they sweep aside snow or scree with their horn to reach coarse sedges. When threatened, they charge with devastating speed, lowering their massive heads to smash predators or unwary adventurers who stray too close.


Motivation

Guided by powerful instincts to feed, protect, and roam, Elasmotheriums rule their forgotten domains as steadfast guardians of a vanished epoch. Some tales hint at beasts bound to ancient druidic wards, watching over the last sanctuaries of the prehistoric wild.

  • Elasmotherium 5e 2024
  • Elasmotherium, Pathfinder
Elasmotherium: The Frostbound Behemoth of Prehistoric Plains
Create

Huge Beast, Unaligned

Armor Class: 16 (Natural Armor)
Hit Points: 200 (16d12 + 96)
Speed: 40 ft., charge 80 ft.

STRDEXCONINTWISCHA
26 (+8)12 (+1)22 (+6)3 (−4)14 (+2)9 (−1)

Saving Throws: Str +14, Con +12
Skills: Perception +6, Survival +6
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities: Frightened
Senses: Darkvision 60 ft., Passive Perception 16
Languages:
Challenge: 10 (5,900 XP)


Traits

Horned Colossus. When the Elasmotherium hits with a charge or gore attack, it deals an additional 14 (4d6) piercing damage.

Ice Age Endurance. The Elasmotherium ignores difficult terrain caused by snow, ice, or frozen surfaces.

Legendary Presence. At the start of each of its turns, creatures of the Elasmotherium’s choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened until the start of the Elasmotherium’s next turn.


Actions

Multiattack. The Elasmotherium makes two attacks: one with its Horn and one with its Hooves.

Horn. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d12 + 6) piercing damage. If the Elasmotherium moved at least 20 ft. straight toward the target immediately before the attack, the target must succeed on a DC 17 Strength saving throw or be knocked prone.

Hooves. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 6) bludgeoning damage.

Trample (Recharge 5–6). The Elasmotherium moves up to its speed and can move through spaces occupied by Medium or smaller creatures. Each creature in its path must succeed on a DC 17 Strength saving throw or take 20 (3d10 + 6) bludgeoning damage and be knocked prone; on a successful save, they take half damage and are not knocked prone.


Legendary Actions

The Elasmotherium can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.

  • Stomp. The Elasmotherium makes one Hooves attack.
  • Roar (Costs 2 Actions). The Elasmotherium emits a deafening roar. Each creature of its choice within 60 ft. must succeed on a DC 16 Constitution saving throw or be deafened until the end of its next turn.

Tactics

Elasmotheriums dominate open terrain, charging foes to knock them prone and following with devastating horn and hoof attacks. They target spellcasters or ranged attackers when detected and use terrain to funnel enemies into narrow areas, maximizing Trample effectiveness. Despite their size, they move efficiently on snow, ice, and uneven ground, making them relentless guardians of lost valleys and prehistoric steppes.

Elasmotherium: The Frostbound Behemoth of Prehistoric Plains
Create

This lumbering, four-legged, rhino-like beast has thick hide and a single immense horn protruding from the top of its head.

The elasmotherium is an enormous rhinoceros with an equally enormous temper—while it is an herbivore, the elasmotherium is incredibly aggressive and often attacks without provocation.

An elasmotherium is 20 feet long and weighs 8,500 pounds.

Elasmotherium CR 9

XP 6,400
N Huge animal
Init +4; Senses low-light vision, scent; Perception +17

DEFENSE

AC 23, touch 8, flat-footed 23 (+15 natural, –2 size)
hp 115 (11d8+66)
Fort +15, Ref +7, Will +8

OFFENSE

Speed 40 ft.
Melee gore +18 (6d6+18/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks impaling horn, powerful charge (gore, 6d8+24), trample (3d6+18, DC 27)

STATISTICS

Str 34, Dex 10, Con 23, Int 2, Wis 17, Cha 3
Base Atk +8; CMB +22; CMD 32 (36 vs. trip)
Feats Diehard, Endurance, Great Fortitude, Improved Critical (gore), Improved Initiative, Iron Will
Skills Perception +17

SPECIAL ABILITIES

Impaling Horn (Ex)

An elasmotherium’s immense horn can fully impale a creature that is two or more size categories smaller than the elasmotherium (a Medium or smaller creature for the typical elasmotherium). This ability effectively adds the grab universal monster ability to the elasmotherium’s gore attack against such a creature, but if the elasmotherium successfully “grabs” a foe in this manner by impaling it on the horn, the elasmotherium does not gain the grappled condition.

An elasmotherium’s options while grappling a foe in this way are limited—it can either move while grappling the foe, or it can whip its head and attempt to fling the foe as if using the Awesome Blow feat (the damage dealt by this is equal to its gore damage). An elasmotherium can impale only one creature at a time with its horn, but can continue to attack normally with its gore.

ECOLOGY

Environment temperate forests or plains
Organization solitary, pair, or herd (3–9)
Treasure none

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.

Scroll to Top