# Indricothere >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ <div class="grid-container"><div class="MON">Indricothere</div> <div class="CR">CR 9 (6,400 XP)</div> <div class="SOU">Fiend Folio pg. 100</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Huge Animal **Init** +0 **Senses** darkvision 60 ft., low-light vision, scent; **Perception** +25 #### defense **AC** 19, 8 touch, 19 flat-footed (+11 natural, -2 size) **hp** 200 (16d8+128) **Fort** +19, **Refl** +10, **Will** +7 **Feint** 24, **Demoralize** 28 #### offense **Speed** 40 ft. **Melee** gore +22 (2d6+11/19-20), 2 slams +21 (1d8+11) **Space** 15 ft., **Reach** 10 ft. **Special Attacks** knock back #### statistics **Str** 33, **Dex** 10, **Con** 25, **Int** 2, **Wis** 14, **Cha** 9 **BAB** +12, **CMB** +25, **CMD** 35, **TA** +21, **RTA** +10 **Feats** [[Alertness]], [[Combat Reflexes]], [[Great Fortitude]], [[Improved Critical]] (gore), [[Improved Initiative]], [[Power Attack]], [[Toughness]], [[Weapon Focus]] (gore) **Skills** Perception +25 #### special abilities ### Knock Back (Ex) A creature hit by an indricothere's head butt attack must succeed on a Fortitude save (DC 29) or be knocked back 10 feet. If the target can't be knocked back 10 feet, it instead falls to the ground. If the first save fails, the target must succeed on another Fortitude save (DC 29) or be stunned for 1 round. The save DC is Strength-based. ### Poison (Ex) injury; save Fort DC 12, frequency 1/round for 6 rounds, effect 1d2 damage to randomly determined ability, cure 2 consecutive saves #### ecology **Terrain** Forest, Hill, Plains **Organization** Solitary, pair, or herd (3–12) **Treasure** None **Advancement** 17–31 HD (Gargantuan); 32–48 HD (Colossal) Indricotheres, although strict herbivores, are dangerous and unpredictable creatures. Their sheer size makes them a menace to anything else that shares their habitat, and their ability to defoliate large stretches of greenery at a rapid pace can permanently alter the ecology of the surrounding terrain. An indricothere has twice the body mass of an elephant, and the height of its long neck rivals that of a giraffe. An adult indricothere stands approximately 15 feet tall at the shoulder and 23 feet tall at the top of its head. Its thick, gray hide resemble that of its pachyderm cousins, as do its massive feet. When enraged, either due to the onset of the mating season, the desire to protect its offspring, or its war training, an indricothere can cause great amounts of damage. Some hill giant, ogre, and even troll tribes have been known to domesticate the creatures and train them as mounts. The sight of a dozen giants mounted on these imposing beasts has caused more than one opposing army to turn tail and flee before combat is joined. ### Combat A wild indricothere simply desires to stay alive in a fight. This doesn’t mean that indricotheres act in a purely defensive manner, however. If fleeing is not an option, an indricothere lashes out with its head and tries to knock opponents away. Its long neck enables the creature to pack quite a punch with its head butt. The indricothere also uses its feet as potent weapons by stamping and trampling foes into jelly. Giants that use indricotheres as mounts employ an effective variant tactic— forcing the mount within reach of a foe, whereupon the indricothere uses its head butt and possibly follows up with a a knock back attempt (see below). If the knock back is successful, both the giant and the indricothere take advantage of the attacks of opportunity generated as the foe leaves both creatures’ threatened areas.