Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Undead Burning Mammoth warriors
Ability
Drink Blood
Circumstance: A grabbed, paralyzed, restrained, unconscious, or willing creatur
The everburning mammoth tears into the creature with its jaws and gorges itself on the victim's blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1, and the everburning mammoth regains 15 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the everburning mammoth but increases the victim's drain value by 1.
Ability
Paralysis
(incapacitation, necromancy, occult) Any nonliving creature hit by the everburning mammoth's jaws Strike must succeed at a DC 23 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Ability
Spurred by Death [Reaction]
Circumstance: Trigger: An ally within 30 feet reduces a creature to 0 HP;
The everburning mammoth uses Drink Blood on a creature that meets the ability's requirements.
Offense
Melee
Circumstance: combat round (melee)
jaws +20 [+15/+10] (finesse), Damage 2d6+8 piercing plus paralysis
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Language
Common
Hallit
Perception
darkvision