Manimal Triceratops CR 10
Tactics A manimal triceratops usually tramples smaller opponents on its way to charge more worthy foes. When smaller opponents present a significant threat, it mercilessly pounds them into the ground with its huge greatclub.
Str 26, Dex 9, Con 19, Int 10, Wis 12, Cha 9
Base Atk +14; CMB +24; CMD 33
Feats Great Fortitude, Improved Bull Rush, Improved Critical, Power Attack, Run, Skill Focus (Perception), Weapon Focus (gore)
Skills Climb +18, Intimidate +16, Perception +24, Survival +18, Swim +18
SQ animal blood
A manimal triceratops counts both as an animal and a humanoid for the purpose of spells, abilities, and eﬀects that specifically aﬀect animals. It is allowed a Will save to resist spells and effects that specifically affect animals, even if the effect does not normally allow a Will save. The DC for such a save equals 10 + the spell’s level + caster’s appropriate ability modifier. If the effect is not a spell, the DC is equal to 10 plus 1/2 manimal’s HD plus manimal’s Charisma modifier. Success renders the manimal immune to that particular effect for 24 hours. Awaken animal has no effect on a manimal.
Environment temperate plains
Organization solitary, pair, herd (5-8)
The manimal triceratops is short-tempered and aggressive. It uses its great size and strength to force other creatures to do its labor and often enslaves weaker creatures to work on vast plantations. Sometimes a settlement of weaker creatures can bargain with a manimal triceratops, oﬀering food and shelter for its protection of the town, but the manimal often asks for too much or boorishly takes what it wants from farmers’ ﬁelds and merchant’s market stalls, regardless of any bargain it made.