Mammoth Rider CR 2
Speed 30 ft.
Melee mwk longspear +6 (1d8+3/×3) or mwk shortspear +6 (1d6+2)
Ranged mwk shortspear +5 (1d6+2) or mwk sling +5 (1d4+2) or javelin +4 (1d6+2)
Special Attacks favored enemy (animals +2)
Before Combat He thinks like a hunter and tries to arrange the conditions of the battle as if he were hunting an animal, mainly by relying on surprise.
During Combat He prefers to fight while riding his mammoth. If he must fight on the ground, he uses his longspear, or shortspear and shield if his enemy is particularly dangerous (AC 17, touch 11, flat-footed 16 [+4 armor, +1 Dex, +2 shield]).
Morale Although he is not terribly bright, he understands that his mission to save his tribe will fail if he dies. If brought to 10 hit points or fewer, he flees, directing his mammoth to clear a path if possible.
Str 14, Dex 13, Con 17, Int 8, Wis 10, Cha 12
Base Atk +3; CMB +5; CMD 16
Feats Animal Affinity, Endurance, Far Shot, Mounted Combat, Point-Blank Shot, Trample
Skills Climb +4, Handle Animal +9, Heal +4, Knowledge (nature) +5, Perception +6, Perform (Dance) +2, Ride +7, Stealth +5, Survival +6
Languages any 1
SQ favored terrain (plains +2), track +1, wild empathy +4
Combat Gear potion of cure light wounds (3); Other Gear masterwork hide armor, masterwork heavy wooden shield, javelins (3), masterwork longspear, masterwork shortspear, masterwork sling with 20 stones, medicine bag, pet mammoth
Mammoth CR 9
Speed 40 ft.
Melee gore +21 (2d8+12), slam +20 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks trample (2d8+18, DC 29)
Str 34, Dex 12, Con 21, Int 2, Wis 13, Cha 7
Base Atk +10; CMB +24, CMD 35 (39 vs. trip)
Feats Endurance, Improved Bull Rush, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (gore)
Skills Perception +24