Pilo

System: Pathfinder | SRD

Pilo CR 2
XP 600
Init +1 ; Senses low-light vision, scent; Perception +8
Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 19 (3d8+6)
Fort +5, Ref +4, Will +3
Offense
Speed 30 ft.
Melee gore +4 (1d6+1 plus poison), tail slap –1 (1d4)
Special Attacks poison, quills
CMB +2 (+4 bull rush) CMD 13 (15 vs. bull rush, 21 vs. trip)
Statistics
Str 13,, Dex 13,, Con 14,, Int 2,, Wis 14,, Cha 7
Base Atk +2
Feats Improved Bull Rush , Power Attack
Skills Perception +8
Special Abilities
Poison (Ex) Quills—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Dex; cure 1 save.
Quills (Ex) Any creature attacking a pilo with natural weapons or an unarmed strike takes 1d6 points of piercing damage. A creature that grapples a pilo takes 2d6 points of piercing damage each round it is engaged in a grapple. A pilo can also use its quills to damage any opponent it successfully bull rushes. Any creature that takes damage from a pilo’s quills risks being poisoned.
Roll Up (Ex) As a move action, a pilo can tuck itself into a ball. This grants the pilo a +4 bonus to its natural armor, but its speed is reduced to 10 feet.

Add to encounter | Back to Monsters