It skewers prey with its tusks, extracting game from the safety and comfort of burrows.
Sabertusk (CR 3)
XP 800
N Medium Animal
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 35 (5d8+10)
Fort +6, Ref +6, Will +2
Resist Fire 5
Weakness Ice
OFFENSE
Speed 40 ft.
Melee 2 Claws +6 (1d6+3 plus grab), Gore +7 (1d8+3 plus trip when charging)
Space 5 ft.; Reach 5 ft.
Special Attacks Powerful Charge, Rake (2 claws +6, 1d6+3)
STATISTICS
Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 8
Base Atk +3; CMB +6 (+10 grapple); CMD 18 (22 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (Gore)
Skills Acrobatics +7, Perception +8, Stealth +7, Swim +8; Racial Modifiers +4 Perception, +4 Survival when tracking by scent
SPECIAL ABILITIES
Powerful Charge (Ex)
A sabertusk, when it makes a charge attack, he also deals double damage with his gore attack and gains a free action to do a trip combat maneuver. On a failed combat maneuver check, the sabertusk is not tripped in return. This ability works only on creatures of a size equal to or smaller than the sabertusk.