Latest News

A new update!

Home > Bestiary > Animals > Saberclaw Family >

YellowtoothSlightly jaundiced variant of the voretooth. It stalks the Alstor Slough, waiting for its prey to get stuck in the muck, then launching a pack-wide attack. The threat of a yellowtooth ambush has scared many would-be anglers away from Neeglyss Pond in recent years, but the Hunters are hoping to rectify the situation at long last.

Yellowtooth (CR 8)

XP 4,800
N Medium Animal
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +18

DEFENSE

AC 22, touch 14; flat-footed 18 (+4 Dex, +8 natural)
hp 100 (12d8+48), fast healing 7;
Fort +12, Ref +12, Will +7
Resist Fire 10, Holy 10
Weakness Ice

OFFENSE

Speed 40 ft.
Melee 2 Claws +14 (1d6+5 plus grab), Gore +15 (2d6+5 plus trip when charging), Sting +12 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. for Gore)
Special Attacks Powerful Charge, Pounce, Rake (2 claws +14, 1d6+5), Throat-Rip

STATISTICS

Str 20, Dex 18, Con 18, Int 2, Wis 16, Cha 8
Base Atk +9; CMB +14 (+18 grapple); CMD 28 (33 vs. trip)
Feats Combat Reflexes, Improved Initiative, Multiattack, Power Attack, Skill Focus (Perception), Weapon Focus (Gore)
Skills Acrobatics +13, Perception +15, Stealth +13, Swim +16; Racial Modifiers +4 Perception, +4 Survival when tracking by scent

SPECIAL ABILITIES

Pounce (Ex)

A yellowtooth can make a full attack when it makes a charge attack.

Powerful Charge (Ex)

A yellowtooth, 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 yellowtooth is not tripped in return. This ability works only on creatures of a size equal to or smaller than the yellowtooth.

Poison (Ex)

Sting — injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 1d6 non-elemental damage; cure 1 save.

Throat-Rip (Ex)

As a full-round action, a yellowtooth can deliver a coup de grace against a helpless opponent. If the victim survives the attack, he must succeed on a Fortitude save (DC 10 + damage dealt) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.