Cleon
Legend
Fearsome Critters from Lumberjack Tales - The Hugag
Hugag
Huge Magical Beast
Hit Dice: 10d10+60 (105 hp)
Initiative: +0
Speed: 40 ft. (8 squares, cannot run)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +10/+30
Attack: Kick* +15 melee (1d10+6) or lip-slap* +15 melee (1d6+6 plus improved grab)
Full Attack: 2 kicks* +15 melee (1d10+6) or lip-slap* +15 melee (1d6+6 plus improved grab)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d6+12, enveloping lip, improved grab, trample 1d12+12, woodwarp
Special Qualities: Jointless legs, low-light vision, scent
Saves: Fort +13, Ref +7, Will +6
Abilities: Str 34, Dex 11, Con 22, Int 2, Wis 12, Cha 4
Skills: Listen +15, Climb +0, Jump +4, Spot +7, Survival +2* [+6 track by scent], Swim +0
Feats: Alertness, Endurance, Iron Will, Track
Environment: Temperate or cold forests
Organization: Solitary or family (1 female plus 1-3 young)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Level Adjustment: —
This beast is BIG, at least twice as tall as a man, with a broad upper lip like a leather blanket as big as a tent. Its body resembles a moose, except it has the humped back and stubby horns of a buffalo. The creature has rigid legs without any knee or ankle joints, giving it a queer, stiff-legged gait.
A hugag is an enormous herbivore that roams deep woodlands. It has an vast upper lip averaging 6 to 8 feet long, which it uses to feed like an elephant uses its trunk. A hugag's lip is so broad – when uncurled it is as wide as it is long – it can strip a swathe of pasture bare in one pass, or simultaneously pluck all the twigs off a half-dozen branches. The upper lip is also so powerful a hungry hugag can use it to strip all the bark from around a tree, thereby killing the tree. This habit does not make hugags popular amongst lumberfolk.
A hugag can only bend its legs at the hip, so is unable to kneel or lie down. If it falls the beast is as helpless as an inverted tortoise, since its rigid legs make it nigh-impossible for the hugag to right itself again.
Hugags are wandering beasts. They must move constantly to find enough vegetation to fuel their huge bodies, and rarely sleep in the same spot once. Speaking of sleeping, they must perforce sleep upright due to their rigid legs. To avert the risk of falling over while they sleep, hugags lean against a support while resting – they prefer a sturdy tree, although a cliff or house will do in a pinch. Hugag bend the trunks of trees they sleep on (and will bend in the wall of a log cabin they treat as a support). Lumberfolk may claim this is due to the hugag's immense weight, but in truth it's down to an uncanny power to warp wood, which these creatures use to mould trees into comfortable supports and bend tree-limbs down for convenient grazing.
A typical hugag is about 13 feet tall at the shoulder and weighs 10 tons or more.
Combat
Hugags are not aggressive creatures and prefer to flee if threatened. They may occasionally trample opponents who block their escape, but their rigid legs make this attack relatively easy to avoid. If cornered, hugags fight with clumsy but powerful blows from their forelegs and immensely muscular upper lip. A fighting hugag will wrap smaller opponents in its upper lip and constrict them, its lip is so broad it can envelop multiple enemies simultaneously.
Constrict (Ex): On a successful grapple check, a hugag deals 1d6+12 points of damage to opponents it holds in its lip.
Enveloping Lip (Ex): A hugag can use its enormous upper lip to envelop one or more opponents creatures as a standard action. It cannot make a kick or lip-slap attack during a round in which it envelops. The enveloping lip attack targets all Medium or smaller creatures within a 10 ft. square (15 ft. for a Gargantuan hugag). Opponents can make opportunity attacks against the hugag, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 15 Reflex save or be enveloped; on a success, they are pushed back or aside (opponent’s choice) as the lip descends. Enveloped creatures are considered to be Entangled and the hugag can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. The save DC is Dexterity-based.
Improved Grab (Ex): To use this ability, a hugag must hit with its lip-slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Jointless Legs: A Hugag that has fallen prone must succeed at a DC 20 Dexterity check to regain its feet. A Hugag with ranks in the Tumbling skill can substitute a Tumble check for this Dexterity check.
Trample (Ex): Reflex half DC 19. The save DC is Strength-based and includes a -10 racial penalty.
Woodwarp (Su): A hugag can warp a wooden object up to its own size by touch. This supernatural ability has the same affects as the spell warp wood (caster level equals hugag's hit dice) except it has a range of touch, only affects a single target, and the hugag can warp living wood such as trees as well as objects (it can not affect Plant monsters like treants no matter how "wooden" they may be). A hugag can combine multiple consecutive uses of Woodwarp to warp (or unwarp) an object that is too big for it to warp with a single application.
Skills
Hugags have keen senses of hearing and smell, giving them a +4 racial bonus to Listen checks and on Survival checks to track by scent. Hugags have a -12 racial penalty on Climb, Jump and Swim checks. Hugags move very clumsily due to their jointless legs, so use their Dexterity modifier instead of the Strength modifier for Climb and Swim checks (provided their Dexterity is lower than their Strength).
Lore Checks
DC 16 - A hugag’s a forest-dwelling critter built something like a moose. They’s got a huge great lip as big as a blanket, a humped back like a buffalo and stubby horns. Their legs got no joints, so they walk all stiff-legged like they’re on crutches. Hugags spend their time wandering about looking for fodder. They use that big upper lip of theirs to feed off trees, eating leaves, pine-needles, twigs or bark.
DC 21 - Damn those hugags! I had a fine stand of timber, but it was ruined by hugags. Those elk-sized ones you see hereabouts are just babies, full-grown hugags are big as elephants – or bigger! – with stomachs to match. One of them got into my timber and ruined the whole lot ‘fore they were ready to fell. That hugag stripped my trees down to the bare wood as high as it could reach, ate the leaves, twigs, bark and everything. Killed those trees dead that did. The few living trees it left, it bent so much the wood was hopeless for any use better than toothpicks. Hugags need to sleep standing up, see, ‘cause of their jointless legs, so lean against trees at night. They’re so heavy they can bend a tree backwards by leaning on it.
DC 26 - Trouble with a hugag? Here’s a stratagem we used up North. Find the site the hugag likes to spend it nights and cut most of the way through the trees. Then, when the hugag leans on a tree to sleep, that tree breaks and the animal goes down. Fallen hugag are helpless, so its easy to dispatch them. It’s almost impossible for them to regain their feet by themselves, because of their jointless legs.
Different Sizes of Hugag
Here are various sizes of Hugag, from the nigh-legendary “Old Blanket Face”, who makes mammoths look small, to Large juveniles (the size were hugags leave their parents and wander far afield in search of new feeding grounds, making them a commonly encountered size of hugag).
Juvenile Hugag (Large Magical Beast, Hit Dice: 4d10+12 (34 hp); Init: +0; Speed: 40 ft. (8 squares, cannot run); AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14; Base Attack/Grapple: +4/+14; Attack: Kick* +4 melee (1d6+3) or lip-slap* +4 melee (1d4+3 plus improved grab); Full Attack: 2 kicks* +4 melee (1d6+3) or lip-slap* +4 melee (1d4+3 plus improved grab); Space/Reach: 10 ft./5 ft.; Special Attacks: Constrict 1d4+6, enveloping lip, improved grab, trample 1d8+6 [Reflex half DC 8], woodwarp; Special Qualities: Jointless legs, low-light vision, scent; Saves: Fort +7, Ref +4, Will +2; Abilities: Str 22, Dex 11, Con 16, Int 2, Wis 12, Cha 4; Skills: Listen +12, Climb +0, Jump -2, Spot +5, Survival +1* [+5 track by scent], Swim +0; Feats: Endurance, Track; CR: 3)
Sub-Adult Hugag (Huge Magical Beast, Hit Dice: 8d10+40 (84 hp); Init: +0; Speed: 40 ft. (8 squares, cannot run); AC: 15 (-2 size, +7 natural), touch 8, flat-footed 15; Base Attack/Grapple: +8/+26; Attack: Kick* +11 melee (1d8+5) or lip-slap* +11 melee (1d6+5 plus improved grab); Full Attack: 2 kicks* +11 melee (1d8+5) or lip-slap* +11 melee (1d6+5 plus improved grab); Space/Reach: 15 ft./10 ft.; Special Attacks: Constrict 1d6+10, enveloping lip, improved grab, trample 1d10+10 [Reflex half DC 14], woodwarp; Special Qualities: Jointless legs, low-light vision, scent; Saves: Fort +11, Ref +6, Will +5; Abilities: Str 30, Dex 11, Con 20, Int 2, Wis 12, Cha 4; Skills: Listen +13, Climb +0, Jump +2, Spot +7, Survival +2* [+6 track by scent], Swim +0; Feats: Endurance, Iron Will, Track; CR: 5)
Adult Hugag (Huge Magical Beast, Hit Dice: 10d10+60 (105 hp); Init: +0; Speed: 40 ft. (8 squares, cannot run); AC: 15 (-2 size, +7 natural), touch 8, flat-footed 15; Base Attack/Grapple: +10/+30; Attack: Kick* +15 melee (1d10+6) or lip-slap* +15 melee (1d6+6 plus improved grab); Full Attack: 2 kicks* +15 melee (1d10+6) or lip-slap* +15 melee (1d6+6 plus improved grab); Space/Reach: 15 ft./10 ft.; Special Attacks: Constrict 1d6+12, enveloping lip, improved grab, trample 1d12+12 [Reflex half DC 19], woodwarp; Special Qualities: Jointless legs, low-light vision, scent; Saves: Fort +13, Ref +7, Will +6; Abilities: Str 34, Dex 11, Con 22, Int 2, Wis 12, Cha 4; Skills: Listen +15, Climb +0, Jump +4, Spot +7, Survival +2* [+6 track by scent], Swim +0; Feats: Alertness, Endurance, Iron Will, Track; CR: 6)
Gargantuan Hugag (Gargantuan Magical Beast, Hit Dice: 16d10+144 (232 hp); Init: +0; Speed: 40 ft. (8 squares, cannot run); AC: 17 (-4 size, +11 natural), touch 6, flat-footed 17; Base Attack/Grapple: +16/+44; Attack: Kick* +29 melee (2d8+8) or lip-slap* +28 melee (1d8+8 plus improved grab); Full Attack: 2 kicks* +29 melee (2d8+8) or lip-slap* +28 melee (1d8+8 plus improved grab); Space/Reach: 20 ft./15 ft.; Special Attacks: Constrict 1d8+16, enveloping lip, improved grab, trample 3d6+16 [Reflex half DC 24], woodwarp; Special Qualities: Jointless legs, low-light vision, scent; Saves: Fort +19, Ref +10, Will +6; Abilities: Str 42, Dex 11, Con 28, Int 2, Wis 12, Cha 4; Skills: Listen +15, Climb +0, Jump +8, Spot +7, Survival +2* [+6 track by scent], Swim +0; Feats: Alertness, Endurance, Iron Will, Power Attack, Track, Weapon Focus (kick); CR: 9)
Both 12HD and 16HD ability advances in Constitution.
Old Blanket Face (Maximized Hugag) (Gargantuan Magical Beast, Hit Dice: 30d10+270 (435 hp); Init: +1; Speed: 40 ft. (8 squares, cannot run); AC: 18 (-4 size, +1 Dex, +11 natural), touch 7, flat-footed 17; Base Attack/Grapple: +30/+59; Attack: Kick* +39 melee (3d8+8) or lip-slap* +38 melee (2d6+8 plus improved grab); Full Attack: 2 kicks* +39 melee (3d8+8) or lip-slap* +38 melee (2d6+8 plus improved grab); Space/Reach: 20 ft./15 ft.; Special Attacks: Constrict 2d6+17, enveloping lip, improved grab, trample 3d6+17 [Reflex half DC 32], woodwarp; Special Qualities: Jointless legs, low-light vision, scent; Saves: Fort +26, Ref +18, Will +17; Abilities: Str 44, Dex 12, Con 28, Int 2, Wis 12, Cha 4; Skills: Listen +16, Climb +1, Jump +9, Spot +10, Survival +4* [+8 track by scent], Swim +1, Tumble +5; Feats: Alertness, Endurance, Improved Natural Weapon (kick), Improved Natural Weapon (lip-slap), Iron Will, Power Attack, Track, Weapon Focus (kick); Epic Feats: Dire Charge, Epic Reflexes, Epic Will; CR: 13)
20HD advance in Dexterity, 24HD and 28HD ability advances in Strength.
Hugag
Huge Magical Beast
Hit Dice: 10d10+60 (105 hp)
Initiative: +0
Speed: 40 ft. (8 squares, cannot run)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +10/+30
Attack: Kick* +15 melee (1d10+6) or lip-slap* +15 melee (1d6+6 plus improved grab)
Full Attack: 2 kicks* +15 melee (1d10+6) or lip-slap* +15 melee (1d6+6 plus improved grab)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d6+12, enveloping lip, improved grab, trample 1d12+12, woodwarp
Special Qualities: Jointless legs, low-light vision, scent
Saves: Fort +13, Ref +7, Will +6
Abilities: Str 34, Dex 11, Con 22, Int 2, Wis 12, Cha 4
Skills: Listen +15, Climb +0, Jump +4, Spot +7, Survival +2* [+6 track by scent], Swim +0
Feats: Alertness, Endurance, Iron Will, Track
Environment: Temperate or cold forests
Organization: Solitary or family (1 female plus 1-3 young)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Level Adjustment: —
This beast is BIG, at least twice as tall as a man, with a broad upper lip like a leather blanket as big as a tent. Its body resembles a moose, except it has the humped back and stubby horns of a buffalo. The creature has rigid legs without any knee or ankle joints, giving it a queer, stiff-legged gait.
A hugag is an enormous herbivore that roams deep woodlands. It has an vast upper lip averaging 6 to 8 feet long, which it uses to feed like an elephant uses its trunk. A hugag's lip is so broad – when uncurled it is as wide as it is long – it can strip a swathe of pasture bare in one pass, or simultaneously pluck all the twigs off a half-dozen branches. The upper lip is also so powerful a hungry hugag can use it to strip all the bark from around a tree, thereby killing the tree. This habit does not make hugags popular amongst lumberfolk.
A hugag can only bend its legs at the hip, so is unable to kneel or lie down. If it falls the beast is as helpless as an inverted tortoise, since its rigid legs make it nigh-impossible for the hugag to right itself again.
Hugags are wandering beasts. They must move constantly to find enough vegetation to fuel their huge bodies, and rarely sleep in the same spot once. Speaking of sleeping, they must perforce sleep upright due to their rigid legs. To avert the risk of falling over while they sleep, hugags lean against a support while resting – they prefer a sturdy tree, although a cliff or house will do in a pinch. Hugag bend the trunks of trees they sleep on (and will bend in the wall of a log cabin they treat as a support). Lumberfolk may claim this is due to the hugag's immense weight, but in truth it's down to an uncanny power to warp wood, which these creatures use to mould trees into comfortable supports and bend tree-limbs down for convenient grazing.
A typical hugag is about 13 feet tall at the shoulder and weighs 10 tons or more.
Combat
Hugags are not aggressive creatures and prefer to flee if threatened. They may occasionally trample opponents who block their escape, but their rigid legs make this attack relatively easy to avoid. If cornered, hugags fight with clumsy but powerful blows from their forelegs and immensely muscular upper lip. A fighting hugag will wrap smaller opponents in its upper lip and constrict them, its lip is so broad it can envelop multiple enemies simultaneously.
Constrict (Ex): On a successful grapple check, a hugag deals 1d6+12 points of damage to opponents it holds in its lip.
Enveloping Lip (Ex): A hugag can use its enormous upper lip to envelop one or more opponents creatures as a standard action. It cannot make a kick or lip-slap attack during a round in which it envelops. The enveloping lip attack targets all Medium or smaller creatures within a 10 ft. square (15 ft. for a Gargantuan hugag). Opponents can make opportunity attacks against the hugag, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 15 Reflex save or be enveloped; on a success, they are pushed back or aside (opponent’s choice) as the lip descends. Enveloped creatures are considered to be Entangled and the hugag can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. The save DC is Dexterity-based.
Improved Grab (Ex): To use this ability, a hugag must hit with its lip-slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Jointless Legs: A Hugag that has fallen prone must succeed at a DC 20 Dexterity check to regain its feet. A Hugag with ranks in the Tumbling skill can substitute a Tumble check for this Dexterity check.
Trample (Ex): Reflex half DC 19. The save DC is Strength-based and includes a -10 racial penalty.
Woodwarp (Su): A hugag can warp a wooden object up to its own size by touch. This supernatural ability has the same affects as the spell warp wood (caster level equals hugag's hit dice) except it has a range of touch, only affects a single target, and the hugag can warp living wood such as trees as well as objects (it can not affect Plant monsters like treants no matter how "wooden" they may be). A hugag can combine multiple consecutive uses of Woodwarp to warp (or unwarp) an object that is too big for it to warp with a single application.
Skills
Hugags have keen senses of hearing and smell, giving them a +4 racial bonus to Listen checks and on Survival checks to track by scent. Hugags have a -12 racial penalty on Climb, Jump and Swim checks. Hugags move very clumsily due to their jointless legs, so use their Dexterity modifier instead of the Strength modifier for Climb and Swim checks (provided their Dexterity is lower than their Strength).
Lore Checks
DC 16 - A hugag’s a forest-dwelling critter built something like a moose. They’s got a huge great lip as big as a blanket, a humped back like a buffalo and stubby horns. Their legs got no joints, so they walk all stiff-legged like they’re on crutches. Hugags spend their time wandering about looking for fodder. They use that big upper lip of theirs to feed off trees, eating leaves, pine-needles, twigs or bark.
DC 21 - Damn those hugags! I had a fine stand of timber, but it was ruined by hugags. Those elk-sized ones you see hereabouts are just babies, full-grown hugags are big as elephants – or bigger! – with stomachs to match. One of them got into my timber and ruined the whole lot ‘fore they were ready to fell. That hugag stripped my trees down to the bare wood as high as it could reach, ate the leaves, twigs, bark and everything. Killed those trees dead that did. The few living trees it left, it bent so much the wood was hopeless for any use better than toothpicks. Hugags need to sleep standing up, see, ‘cause of their jointless legs, so lean against trees at night. They’re so heavy they can bend a tree backwards by leaning on it.
DC 26 - Trouble with a hugag? Here’s a stratagem we used up North. Find the site the hugag likes to spend it nights and cut most of the way through the trees. Then, when the hugag leans on a tree to sleep, that tree breaks and the animal goes down. Fallen hugag are helpless, so its easy to dispatch them. It’s almost impossible for them to regain their feet by themselves, because of their jointless legs.
Different Sizes of Hugag
Here are various sizes of Hugag, from the nigh-legendary “Old Blanket Face”, who makes mammoths look small, to Large juveniles (the size were hugags leave their parents and wander far afield in search of new feeding grounds, making them a commonly encountered size of hugag).
Juvenile Hugag (Large Magical Beast, Hit Dice: 4d10+12 (34 hp); Init: +0; Speed: 40 ft. (8 squares, cannot run); AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14; Base Attack/Grapple: +4/+14; Attack: Kick* +4 melee (1d6+3) or lip-slap* +4 melee (1d4+3 plus improved grab); Full Attack: 2 kicks* +4 melee (1d6+3) or lip-slap* +4 melee (1d4+3 plus improved grab); Space/Reach: 10 ft./5 ft.; Special Attacks: Constrict 1d4+6, enveloping lip, improved grab, trample 1d8+6 [Reflex half DC 8], woodwarp; Special Qualities: Jointless legs, low-light vision, scent; Saves: Fort +7, Ref +4, Will +2; Abilities: Str 22, Dex 11, Con 16, Int 2, Wis 12, Cha 4; Skills: Listen +12, Climb +0, Jump -2, Spot +5, Survival +1* [+5 track by scent], Swim +0; Feats: Endurance, Track; CR: 3)
Sub-Adult Hugag (Huge Magical Beast, Hit Dice: 8d10+40 (84 hp); Init: +0; Speed: 40 ft. (8 squares, cannot run); AC: 15 (-2 size, +7 natural), touch 8, flat-footed 15; Base Attack/Grapple: +8/+26; Attack: Kick* +11 melee (1d8+5) or lip-slap* +11 melee (1d6+5 plus improved grab); Full Attack: 2 kicks* +11 melee (1d8+5) or lip-slap* +11 melee (1d6+5 plus improved grab); Space/Reach: 15 ft./10 ft.; Special Attacks: Constrict 1d6+10, enveloping lip, improved grab, trample 1d10+10 [Reflex half DC 14], woodwarp; Special Qualities: Jointless legs, low-light vision, scent; Saves: Fort +11, Ref +6, Will +5; Abilities: Str 30, Dex 11, Con 20, Int 2, Wis 12, Cha 4; Skills: Listen +13, Climb +0, Jump +2, Spot +7, Survival +2* [+6 track by scent], Swim +0; Feats: Endurance, Iron Will, Track; CR: 5)
Adult Hugag (Huge Magical Beast, Hit Dice: 10d10+60 (105 hp); Init: +0; Speed: 40 ft. (8 squares, cannot run); AC: 15 (-2 size, +7 natural), touch 8, flat-footed 15; Base Attack/Grapple: +10/+30; Attack: Kick* +15 melee (1d10+6) or lip-slap* +15 melee (1d6+6 plus improved grab); Full Attack: 2 kicks* +15 melee (1d10+6) or lip-slap* +15 melee (1d6+6 plus improved grab); Space/Reach: 15 ft./10 ft.; Special Attacks: Constrict 1d6+12, enveloping lip, improved grab, trample 1d12+12 [Reflex half DC 19], woodwarp; Special Qualities: Jointless legs, low-light vision, scent; Saves: Fort +13, Ref +7, Will +6; Abilities: Str 34, Dex 11, Con 22, Int 2, Wis 12, Cha 4; Skills: Listen +15, Climb +0, Jump +4, Spot +7, Survival +2* [+6 track by scent], Swim +0; Feats: Alertness, Endurance, Iron Will, Track; CR: 6)
Gargantuan Hugag (Gargantuan Magical Beast, Hit Dice: 16d10+144 (232 hp); Init: +0; Speed: 40 ft. (8 squares, cannot run); AC: 17 (-4 size, +11 natural), touch 6, flat-footed 17; Base Attack/Grapple: +16/+44; Attack: Kick* +29 melee (2d8+8) or lip-slap* +28 melee (1d8+8 plus improved grab); Full Attack: 2 kicks* +29 melee (2d8+8) or lip-slap* +28 melee (1d8+8 plus improved grab); Space/Reach: 20 ft./15 ft.; Special Attacks: Constrict 1d8+16, enveloping lip, improved grab, trample 3d6+16 [Reflex half DC 24], woodwarp; Special Qualities: Jointless legs, low-light vision, scent; Saves: Fort +19, Ref +10, Will +6; Abilities: Str 42, Dex 11, Con 28, Int 2, Wis 12, Cha 4; Skills: Listen +15, Climb +0, Jump +8, Spot +7, Survival +2* [+6 track by scent], Swim +0; Feats: Alertness, Endurance, Iron Will, Power Attack, Track, Weapon Focus (kick); CR: 9)
Both 12HD and 16HD ability advances in Constitution.
Old Blanket Face (Maximized Hugag) (Gargantuan Magical Beast, Hit Dice: 30d10+270 (435 hp); Init: +1; Speed: 40 ft. (8 squares, cannot run); AC: 18 (-4 size, +1 Dex, +11 natural), touch 7, flat-footed 17; Base Attack/Grapple: +30/+59; Attack: Kick* +39 melee (3d8+8) or lip-slap* +38 melee (2d6+8 plus improved grab); Full Attack: 2 kicks* +39 melee (3d8+8) or lip-slap* +38 melee (2d6+8 plus improved grab); Space/Reach: 20 ft./15 ft.; Special Attacks: Constrict 2d6+17, enveloping lip, improved grab, trample 3d6+17 [Reflex half DC 32], woodwarp; Special Qualities: Jointless legs, low-light vision, scent; Saves: Fort +26, Ref +18, Will +17; Abilities: Str 44, Dex 12, Con 28, Int 2, Wis 12, Cha 4; Skills: Listen +16, Climb +1, Jump +9, Spot +10, Survival +4* [+8 track by scent], Swim +1, Tumble +5; Feats: Alertness, Endurance, Improved Natural Weapon (kick), Improved Natural Weapon (lip-slap), Iron Will, Power Attack, Track, Weapon Focus (kick); Epic Feats: Dire Charge, Epic Reflexes, Epic Will; CR: 13)
20HD advance in Dexterity, 24HD and 28HD ability advances in Strength.