Size:
Huge
Type:
Magical Beast
Form:
porcine
Temper:
# App:
1, 2, 3d6
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
gore
31 (4d8+16 plus

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Bloody-Minded
A ypotryll is not easily swayed from its bloody business. It gains a +6 bonus on saves against charm and compulsion effects.
Special
|Bloody-Minded
Push After making a successful melee strike, you may attempt another strike using the same attack bonus. If successful, this check pushes a creature directly away. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature. Any creature moved by a this push attack must make a Wand saving throw or be Stunned for 1 round.
Special
|Bloody-Minded
Thundering Path A ypotryll's charge shakes the ground it crosses. The path of its charge is considered difficult terrain until the start of the ypotryll's next turn, and creatures with tremorsense that are within 100 feet of the end of the ypotryll's charge are blinded for that same amount of time.
Special
|Bloody-Minded
Trample You can attempt to overrun any creature that is smaller than yourself. Targets of a trample take bludgeoning damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Special
|Bloody-Minded
Unstoppable A ypotryll gains a +4 bonus on attack rolls and checks when it charges. A ypotryll may charge over difficult terrain, provided the terrain does not cost more than 2 squares to enter.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Charge Through
Action
Feat 10
Run
Action
Feat 11
Toughness
Action
Feat 2
Endurance
Action
Feat 3
Great Fortitude
Action
Feat 4
Greater Overrun
Action
Feat 5
Improved Bull Rush
Action
Feat 6
Improved Overrun
Action
Feat 7
Iron Will
Action
Feat 8
Multiattack
Action
Feat 9
Power Attack
Action
Melee 1
gore +31 (4d8+16 plus push)
Action
Melee 2
2 hooves +29 (2d8+11)
Action
Melee 3
tail slap +29 (2d6+5 plus push)
Special
Bloody-Minded (Ex)
A ypotryll is not easily swayed from its bloody business. It gains a +6 bonus on saves against charm and compulsion effects.
Special
Destructive Charge (Ex)
A ypotryll's charge attack ignores up to 1 point of a target object's hardness for each 5 feet charged.
Special
Thundering Path (Ex)
A ypotryll's charge shakes the ground it crosses. The path of its charge is considered difficult terrain until the start of the ypotryll's next turn, and creatures with tremorsense that are within 100 feet of the end of the ypotryll's charge are blinded for that same amount of time.
Special
Unstoppable Force (Ex)
A ypotryll's bonus on a charge attack is +4, and it may add this bonus on overrun combat maneuver checks attempted using Charge Through. A ypotryll may charge over difficult terrain, provided the terrain does not cost more than 2 squares to enter.