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Keratocephalus – The Horned Floodplain Bruiser

Keratocephalus – The Horned Floodplain Bruiser
KeratocephalusDB – Keratocephalus – Wikipedia

Keratocephalus is a stout, quadrupedal herbivore with a barrel-shaped body supported by short, powerful limbs. Its most striking feature is a thick, domed skull adorned with subtle horn-like bony protrusions above the eyes and snout. Its leathery, scaly hide ranges from muted browns to dusty grays, allowing it to blend with floodplain mud. Overall, it exudes the impression of a living battering ram, radiating raw, prehistoric strength.


Behaviour

This creature moves deliberately, conserving energy while grazing, and generally remains calm unless provoked. It engages in ritualized head-butting contests with rivals, flares its nostrils to assert dominance, and may stomp the ground to issue warnings. When threatened, it can charge with surprising speed, using its massive skull to repel attackers or intruders.


Habitat

Keratocephalus roams semi-arid floodplains and seasonal river valleys, favoring open areas with sparse vegetation. Its territory is often marked by worn paths, trampled mud, and grazed foliage, forming a recognizable footprint in its environment.


Modus Operandi

Primarily defensive, Keratocephalus relies on intimidation and powerful headbutts rather than aggression. It feeds on tough, fibrous plants, stripping leaves and bark with its strong jaws. When confronted, it charges directly at threats, using its domed skull as a battering ram to protect itself and its territory.


Motivation

Keratocephalus is driven by instinct: to defend territory, assert dominance, protect feeding grounds, and secure mating opportunities. While generally non-aggressive, any challenge to its domain triggers immediate and forceful responses, making it a predictable yet formidable opponent.

  • Keratocephalus 5e 2024
  • Keratocephalus, Pathfinder
  • Keratocephalus 3.5

Large beast, unaligned

Armor Class: 15 (Natural Armor)
Hit Points: 102 (12d10 + 36)
Speed: 30 ft.

STRDEXCONINTWISCHA
20 (+5)10 (+0)17 (+3)2 (-4)12 (+1)7 (-2)

Saving Throws: Str +8, Con +6
Skills: Perception +4, Survival +4
Damage Resistances: Bludgeoning from nonmagical attacks
Condition Immunities: Frightened
Senses: Darkvision 60 ft., Passive Perception 14
Languages:
Challenge: 5 (1,800 XP)


Traits

Domed Skull. Recharge 5–6.
When Keratocephalus moves at least 20 feet straight toward a target and hits with a Gore attack, the target takes an extra 14 (4d6) bludgeoning damage and must succeed on a DC 16 Strength saving throw or be knocked prone.

Trampling Presence.
Any creature that starts its turn within 5 feet of Keratocephalus must succeed on a DC 16 Strength saving throw or be knocked prone as the beast shifts its massive weight.


Actions

Multiattack.
Keratocephalus makes two attacks: one with its Gore and one with Stomp.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 5) bludgeoning damage.

Mud Slide. Recharge 5–6.
Keratocephalus thrashes its legs and tail to fling mud in a 15-ft. cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be blinded until the end of its next turn.


Reactions

Defensive Charge.
When a creature Keratocephalus can see within 10 ft. attacks it with a melee attack, it can move up to half its speed toward that creature without provoking opportunity attacks.


Tactics

Keratocephalus favors open terrain, where it can use its charge and headbutt to disrupt foes. It begins combat by flanking or isolating weaker opponents, using Mud Slide to obscure ranged attackers. It avoids prolonged fights unless defending its territory or herd, focusing on prone control and area disruption rather than attrition.


Ecology

Keratocephalus roams semi-arid floodplains and river valleys, where it feeds on tough, fibrous vegetation. Though herbivorous, its massive skull and size make it a formidable opponent to predators and adventurers alike, a living battering ram of the Permian wilderness.

Large Beast

CR: 6
XP: 2,400
Alignment: Neutral
Type: Animal (herbivorous)
Init: +0
Senses: Darkvision 60 ft., Perception +10
Aura: Trampling Presence (see below)


Defense

AC: 19, touch 9, flat-footed 19 (+10 natural, –1 size)
HP: 85 (9d10+36)
Fort: +9 | Ref: +3 | Will: +4
Defensive Abilities: Domed Skull (see below)
DR / Immunities / Resistances: DR 5/bludgeoning (nonmagical attacks); Immune: Frightened


Offense

Speed: 30 ft.
Melee:

  • Gore +12 (2d8+5)
  • Stomp +12 (3d6+5, DC 18, prone)
    Special Attacks:
  • Mud Slide (Su): 15-ft. cone, 4d6 bludgeoning damage, DC 18 Reflex or blinded 1 round, usable 1/day (recharges on natural 5–6)

Space/Reach: 10 ft./5 ft.


Statistics

Str: 21 | Dex: 10 | Con: 18 | Int: 2 | Wis: 12 | Cha: 7
Base Atk: +9; CMB: +13; CMD: 24 (27 vs. trip)
Feats: Improved Bull Rush, Power Attack, Weapon Focus (Gore)
Skills: Perception +10, Survival +7


Special Abilities

Domed Skull (Ex).
Keratocephalus can use its reinforced skull to head-butt foes. If it moves at least 20 ft. in a straight line and hits with a Gore attack, it deals an extra 4d6 damage and the target must succeed on a DC 18 Strength check or be knocked prone.

Trampling Presence (Ex).
Any creature that begins its turn within 5 ft. of Keratocephalus must succeed on a DC 18 Strength check or be knocked prone.

Mud Slide (Su).
Keratocephalus thrashes its legs and tail to fling mud and debris in a 15-ft. cone. Each creature in the area must succeed on a DC 18 Reflex save or take 4d6 bludgeoning damage and be blinded for 1 round.


Combat Tactics

Keratocephalus prefers open floodplains, where it can use its Domed Skull to disrupt enemy formations and knock foes prone. It avoids unnecessary conflict, isolating weaker opponents while using Trampling Presence to control the battlefield. Against ranged enemies, it uses Mud Slide to obscure vision and close the distance. In melee, it alternates between Gore and Stomp, leveraging its massive size, headbutts, and trampling ability to dominate engagements.


Ecology

Keratocephalus roams semi-arid floodplains and seasonal river valleys, feeding on tough, fibrous plants. Despite being herbivorous, its massive frame, reinforced skull, and defensive aggression make it a dangerous adversary. It often establishes and defends a territory shared with other large herbivores, using force rather than speed to maintain dominance.

Large Animal

Hit Dice: 9d8+36 (85 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 19 (+10 natural, –1 size), touch 9, flat-footed 19
Base Attack/Grapple: +6/+12
Attack: Gore +12 melee (2d8+5) or Stomp +12 melee (3d6+5, DC 18, prone)
Full Attack: Gore +12 melee (2d8+5) and Stomp +12 melee (3d6+5, DC 18, prone)
Space/Reach: 10 ft./5 ft.
Special Attacks: Domed Skull (Ex), Trampling Presence (Ex), Mud Slide (Su) 1/day
Special Qualities: DR 5/bludgeoning (nonmagical), immune frightened, low-light vision, darkvision 60 ft.
Saves: Fort +9, Ref +3, Will +4
Abilities: Str 21, Dex 10, Con 18, Int 2, Wis 12, Cha 7
Skills: Listen +4, Spot +4, Survival +7
Feats: Improved Bull Rush, Power Attack, Weapon Focus (Gore)
Challenge Rating: 6


Special Abilities

Domed Skull (Ex):
When Keratocephalus moves at least 20 ft. straight toward a target and hits with a Gore attack, it deals an extra 4d6 damage. The target must succeed on a DC 18 Strength check or be knocked prone.

Trampling Presence (Ex):
Any creature that begins its turn within 5 ft. of Keratocephalus must succeed on a DC 18 Strength check or be knocked prone.

Mud Slide (Su):
Once per day, Keratocephalus thrashes its legs and tail to fling mud in a 15-ft. cone. All creatures in the area must succeed on a DC 18 Reflex save or take 4d6 bludgeoning damage and be blinded for 1 round. This ability recharges on a natural 5–6.


Combat Tactics

Keratocephalus favors open floodplains, where it can maximize the use of Domed Skull to knock enemies prone. It isolates weaker foes and uses Trampling Presence to control the battlefield. Against ranged opponents, it employs Mud Slide to obscure vision before closing distance. In melee, it alternates between Gore and Stomp, leveraging its massive frame, reinforced skull, and sheer momentum to dominate foes.


Ecology

Keratocephalus inhabits semi-arid floodplains and river valleys, feeding on tough, fibrous vegetation. Though strictly herbivorous, its enormous size, domed skull, and defensive aggression make it a formidable challenge for predators and adventurers alike. It fiercely defends territory and young, using brute force rather than speed to maintain dominance.

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