| MEGATHERIUM |
| Huge Beast |
| Hit Dice: 10d10+60 (115 hp) |
| Initiative: -2 (Dex) |
| Speed: 15 ft |
| AC: 13 (-2 size, -2 Dex, +7 natural) |
| Attacks: 2 claws +19 melee |
| Damage: Claw 2d6+18 |
| Face/Reach: 10 ft by 5 ft/15 ft |
| Special Qualities: Scent, partial actions only |
| Saves: Fort +13, Ref +5, Will +4 |
| Abilities: Str 35, Dex 7, Con 23, Int 2, Wis 12, Cha 4 |
| Skills: Climb +14, Listen +6, Spot +6 |
| Climate/Terrain: Any forest and plains |
| Organization: Solitary or family (1-6) |
| Challenge Rating: 8 |
| Treasure: None |
| Alignment: Always neutral |
| Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan) |
| The megatherium is a giant, ground-dwelling sloth of the Pleistocene era. These sloths are larger than grizzly bears, standing about 20 feet tall and weighing about 3 tons. The megatherium is a slow moving creature, but is much more powerful than most other animals and can protect itself well. This awesome beast is a gentle herbivore, grazing the wooded plains in peace. |
| The forepaws of a megatherium have three foot-long claws, which are mostly used for tearing apart trees and shrubs for food. |
| COMBAT |
| The megatherium is a peaceful creature, but will defend itself if attacked. Due to its slow nature, this beast always strikes last in a round. In combat, the megatherium rears back on its hind legs and attacks with swipes from each paw. |
| Partial Actions Only (Ex): The megatherium has poor reflexes and can perform only partial actions. Thus they can move or attack, but can only do both if they charge (a partial action). |
| The Megatherium first appeared in the FR MC3 (1989). |