Cleon
Legend
Dire Pangolin
Pangolin, Dire
Medium Animal (Dire)
Hit Dice: 3d8+19 (32 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 5 ft.
Armour Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+5 [+15 to resist unrolling, –5 with sticky tongue sweep]
Attack: Claw +5 melee (1d6+3) or tail-slap +5 melee (1d6+4) or tongue +5 melee touch (special)
Full Attack: 2 claws +5 melee (1d6+3) or tail-slap +5 melee (1d6+4) or tongue +5 melee touch (special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rock-hard claws, shivering scales, sticky tongue, stink-spray, swallow whole
Special Qualities: Armoured ball, DR 3/–, fortification, low-light vision, scent
Saves: Fort +7, Ref +4, Will +4
Abilities: Str 16, Dex 13, Con 19, Int 2, Wis 13, Cha 10
Skills: Climb +9, Hide +3, Listen +6, Survival +2* (+6 tracking by scent), Spot +4, Swim +9
Feats: Athletic, Endurance, Toughness(B), Track(B)
Environment: Warm forests or plains
Organization: Solitary or Family (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —
A low-slung beast at least as long as a man is tall, entirely covered with artichoke-like scales. It has four sturdy legs and a long flat tail , with forepaws equipped with massive claws that fold onto its palms when it walks. The animal's head is mostly an elongated conical muzzle, tipped with a rather comically small mouth.
A dire pangolin is a bigger, tougher version of a ground pangolin. These animals are more catholic in their diet than regular pangolins, being omnivores that will also eat grains, berries and small vertebrates as well as a pangolin's traditional diet of social insects.
Like regular pangolins (q.v.), dire pangolins are quadrupeds that fold their great, curved foreclaws into their palms to walk upon their knuckles and the soles of their hind feet. Due to their great weight, they have developed heavily callused, hoof-like knuckles on their forepaws. They can also rear onto their hind legs, propping themselves up with their flat tails.
Despite appearing massive and clumsy, dire pangolins are good climbers and are sometimes seen climbing scree slopes and trees looking for nests of insects. Dire pangolins do not have poor eyesight like normal pangolins.
A dire pangolin can burrow through materials with hardness of 7 or less, such as earth, termite mounds or even soft stone.
A typical dire pangolin is 7 feet long, about half of which is tail, and weighs around 300 pounds. The largest specimens can reach 15 feet and 2500 pounds.
Combat
Dire pangolins are normally placid creatures, but can defend themselves vigorously if attacked with their formidable claws and long, serrated tail. They have a stinking spray like a skunk's they often use when startled or threatened, but would rather just roll up and ignore attackers, especially minor ones.
Armoured Ball (Ex): A dire pangolin can roll into a tight ball as a move action. A rolled-up pangolin loses its dexterity modifier to AC and can take no action apart from Shivering Scales (see below), but gains a +3 circumstance bonus to its Natural Armour and Damage Reduction and the DC of its Shivering Scales special attack, thus increasing its defences to Shivering Scales DC18, AC18 (touch 10, flat-footed 18) and DR 6/–. A Large sized dire pangolin has a +4 circumstance bonus to Natural Armour and Damage Reduction when rolled into a ball.
Whenever a critical hit or sneak attack is scored on a dire pangolin rolled into an Armoured Ball, there is a 50% chance (75% for Large-sized dire pangolins) that the special attack is negated and its damage is rolled normally.
An attacker can forcibly unroll a pangolin with a grapple check, but a dire pangolin receives a +10 racial bonus on its grapple check to resist, and the attacker must continue making grapple checks each round or the pangolin can roll itself back up.
A dire pangolin can unroll from an Armoured Ball into an upright position with a standard action.
Fortification (Ex): Whenever a critical hit or sneak attack is scored on a dire pangolin there is a 25% chance that the special attack is negated and its damage is rolled normally, similar to the effect of armour enchanted with the Light Fortification quality. This chance increases to 50% (75% for Large dire pangolins) when the dire pangolin is curled into an Armoured Ball.
Rock-Hard Claws (Ex): A dire pangolin's claw attacks ignore hardness of up to 7, allowing them to easily claw through termite mounds and wood to find insects.
Shivering Scales (Ex): A pangolin can use a standard action to vibrate its scales to try cutting attackers with their sharp edges. Any opponent that grapples the pangolin or hits it with a natural weapon attack before the pangolin's next turn must make a Reflex save against a DC15 or take 1d3 damage plus half the attacker's Strength bonus (maximum +6). If the pangolin is rolled into an Armoured Ball, the DC is 18. The save DC is Constitution-based.
Example: a lion hits a dire pangolin with a 1d4+5 damage claw. If the lion fails a DC15 Reflex save it takes 1d4+2 damage. The pangolin only takes 1d4+2 damage, due to its Damage Reduction of 3. If the dire pangolin was rolled up into an Armoured Ball the DC would be 18, and it would take only 1d4-1 damage due to its DR being increased to 6.
Sticky Tongue (Ex): A dire pangolin can sweep a 5 foot square with its sticky tongue. Any Fine sized creature in that square must make a DC15 Reflex save or be stuck to the tongue, they then must beat the dire pangolin in a grapple check or be swallowed the same round (see Swallow Whole, below). A dire pangolin has a –10 circumstance penalty on its Sticky Tongue grapple checks, but suffers no penalty for grappling multiple Fine creatures with its tongue. Affected creatures can make an Attack of Opportunity against the dire pangolin, but if they do they are not entitled to a Reflex save to avoid the tongue. If a dire pangolin use its tongue sweep attack against a swarm of Tiny creatures, it automatically does 1d6+3 damage to the swarm, halved with a DC15 Reflex save.
A dire pangolin can also use its Sticky Tongue as a melee touch attack against a single target, which need not be Fine size. In such a case it does not allow a Reflex save to avoid or provoke an Attack of Opportunity.
The save DC is Constitution-based.
Stink-Spray (Ex): Once an hour, a dire pangolin can spray a 15 foot cone of reeking musk. Any living creature it touches must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 rounds. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.
Swallow Whole (Ex): A dire pangolin can try to swallow an opponent of Fine size it is grappling with its tongue by making a successful grapple check with a –10 circumstance penalty; it can attempt to swallow multiple Fine opponents simultaneously at no additional penalty. Once inside, the opponent takes 1d4+3 points of crushing damage plus 2 points of acid damage per round from the dire pangolin’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Medium sized dire pangolin’s stomach can hold 512 Fine opponents.
Skills
Pangolins have a +2 racial bonus on Hide and Listen checks, plus a +4 racial bonus on Survival checks when tracking by scent. A dire pangolin has a +4 racial bonus to Climb and Swim checks, and can use either its Dexterity or its Strength bonus on Climb checks.
Training A Dire Pangolin
A dire pangolin can be trained to take a rider. Some gnome communities are especially fond of them as mounts. A dire pangolin makes an excellent steed; they have incredible toughness and endurance and can traverse very rugged terrain with their skill at climbing and swimming. Most domesticated dire pangolins have their scent-glands surgically removed (requiring a DC18 Heal check), since they still have a tendency to spray stink-juice or try to curl into a ball when startled or threatened. These traits make most dire pangolin steeds too skittish to ride into battle, although battle-hardened dire pangolins, many of which are animal companions or paladin's mounts, can make excellent combat mounts.
Domesticated dire pangolins are difficult to feed when they are in areas without abundant large insect nests. They can be fed on minced fresh meat or "ant grits" – a mixture of wild grains soaked in animal fat, finely chopped pemmican and dried insects, flavoured with vinegar. (Ant grits is edible to humanoids, but is definitely an acquired taste.)
Riding a dire pangolin requires an exotic saddle. A dire pangolin wearing a saddle can not use its Armoured Ball or Shivering Scales abilities, due to the saddle restricting their back muscles. This does not prevent a panicked dire pangolin trying to curl up when saddled, which usually results in the pangolin lying half-curled on its side with its rider on the ground beside it.
All dire pangolins are born with the instincts of a wild animal. Even those born in captivity have to be raised from infancy to become domesticated animals, requiring a DC18 Handle Animal check. These animals are surprisingly intelligent, and can learn any trick in the Handle Animal rules (q.v.).
Training a dire pangolin for combat is difficult, requiring six weeks of work and a DC 25 Handle Animal check. A dire pangolin can fight while carrying a rider, but the rider cannot also attack unless they succeed on a Ride check.
Dire pangolin young are worth 100 gp per head and a domesticated adult is worth 500 gp, or 1000 gp for a Large dire pangolin. A combat trained riding pangolin is worth twice as much. Dire pangolins mature at the same rate as horses. Professional trainers charge 200 gp to rear or train a dire pangolin.
Carrying Capacity
A light load for a dire pangolin is up to 114 pounds; a medium load, 115-229 pounds; and a heavy load, 230-345 pounds.
Advanced Dire Pangolins
A dire pangolin advanced to Large size follows the normal Advancement rules, except it has a Damage Reduction of 4 (DR 8/– when curled into a ball). This gives it the following stats:
Giant Dire Pangolin
Large Animal (Dire)
Hit Dice: 5d8+33 (60 hp)
Initiative: +0
Speed: 30 ft. (6 squares), burrow 5 ft.
Armour Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+14 [+24 to resist unrolling, +4 with sticky tongue sweep]
Attack: Claw +9 melee (1d8+7) or tail-slap +9 melee (1d8+10) or tongue +9 melee touch (special)
Full Attack: 2 claws +9 melee (1d8+7) or tail-slap +9 melee (1d8+10) or tongue +9 melee touch (special)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rock-hard claws, shivering scales, sticky tongue, stink-spray, swallow whole
Special Qualities: Armoured ball, DR 4/–, fortification, low-light vision, scent
Saves: Fort +7, Ref +4, Will +4
Abilities: Str 24, Dex 11, Con 23, Int 2, Wis 13, Cha 10
Skills: Climb +13, Hide +1, Listen +6, Survival +2* (+6 tracking by scent), Spot +4, Swim +13
Feats: Athletic, Endurance, Toughness(B), Track(B)
Environment: Warm forests or plains
Organization: Solitary or Family (2-8)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 6 HD (Large)
Level Adjustment: —
Combat
Armoured Ball (Ex): While curled-up a giant dire pangolin has 75% fortification against critical hits and sneak attacks, DC21 Sharp Scales, AC20 (touch 10, flat-footed 20) and DR 8/–.
Fortification (Ex): Gives 25% resistance to critical hits and sneak attacks, increases to 75% when in Armoured Ball.
Rock-Hard Claws (Ex): A dire pangolin's claw attacks ignore hardness of up to 7, allowing them to easily claw through termite mounds and wood to find insects.
Shivering Scales (Ex): Opponents hitting with natural attacks take 1d4 damage plus half the attacker's Strength bonus (maximum +8) if they fail a DC18 Reflex save (DC21 when in Armoured Ball). The save DC is Constitution-based.
Sticky Tongue (Ex): Affects all fine sized creatures within a 5 foot square that fail a DC15 Reflex save or a single creature hit by a melee touch attack. Any Fine sized creature struck must win a grapple check (–10 circumstance penalty to the pangolin) or be swallowed the same round (see Swallow Whole, below). The dire pangolin has no penalty for grappling multiple Fine creatures with its tongue. Against a Swarm, a sticky tongue attack does 1d8+7 damage, halved with a DC15 Reflex save. The save DC is Constitution-based.
Stink-Spray (Ex): Once an hour, 15 foot cone, all living creatures within must make DC18 Fortitude saves or be sickened for 1d6+4 rounds. A delay poison or neutralize poison spell removes the effect. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.
Swallow Whole (Ex): Only via Sticky Tongue attack on Fine opponents. Swallowed opponent takes 1d6+7 points of crushing damage plus 2 points of acid damage per round from the dire pangolin’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large dire pangolin’s stomach can hold 2048 Fine opponents.
Carrying Capacity
A light load for a Large dire pangolin is up to 349 pounds; a medium load, 350-699 pounds; and a heavy load, 700-1050 pounds.
Pangolin, Dire
Medium Animal (Dire)
Hit Dice: 3d8+19 (32 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 5 ft.
Armour Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+5 [+15 to resist unrolling, –5 with sticky tongue sweep]
Attack: Claw +5 melee (1d6+3) or tail-slap +5 melee (1d6+4) or tongue +5 melee touch (special)
Full Attack: 2 claws +5 melee (1d6+3) or tail-slap +5 melee (1d6+4) or tongue +5 melee touch (special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rock-hard claws, shivering scales, sticky tongue, stink-spray, swallow whole
Special Qualities: Armoured ball, DR 3/–, fortification, low-light vision, scent
Saves: Fort +7, Ref +4, Will +4
Abilities: Str 16, Dex 13, Con 19, Int 2, Wis 13, Cha 10
Skills: Climb +9, Hide +3, Listen +6, Survival +2* (+6 tracking by scent), Spot +4, Swim +9
Feats: Athletic, Endurance, Toughness(B), Track(B)
Environment: Warm forests or plains
Organization: Solitary or Family (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —
A low-slung beast at least as long as a man is tall, entirely covered with artichoke-like scales. It has four sturdy legs and a long flat tail , with forepaws equipped with massive claws that fold onto its palms when it walks. The animal's head is mostly an elongated conical muzzle, tipped with a rather comically small mouth.
A dire pangolin is a bigger, tougher version of a ground pangolin. These animals are more catholic in their diet than regular pangolins, being omnivores that will also eat grains, berries and small vertebrates as well as a pangolin's traditional diet of social insects.
Like regular pangolins (q.v.), dire pangolins are quadrupeds that fold their great, curved foreclaws into their palms to walk upon their knuckles and the soles of their hind feet. Due to their great weight, they have developed heavily callused, hoof-like knuckles on their forepaws. They can also rear onto their hind legs, propping themselves up with their flat tails.
Despite appearing massive and clumsy, dire pangolins are good climbers and are sometimes seen climbing scree slopes and trees looking for nests of insects. Dire pangolins do not have poor eyesight like normal pangolins.
A dire pangolin can burrow through materials with hardness of 7 or less, such as earth, termite mounds or even soft stone.
A typical dire pangolin is 7 feet long, about half of which is tail, and weighs around 300 pounds. The largest specimens can reach 15 feet and 2500 pounds.
Combat
Dire pangolins are normally placid creatures, but can defend themselves vigorously if attacked with their formidable claws and long, serrated tail. They have a stinking spray like a skunk's they often use when startled or threatened, but would rather just roll up and ignore attackers, especially minor ones.
Armoured Ball (Ex): A dire pangolin can roll into a tight ball as a move action. A rolled-up pangolin loses its dexterity modifier to AC and can take no action apart from Shivering Scales (see below), but gains a +3 circumstance bonus to its Natural Armour and Damage Reduction and the DC of its Shivering Scales special attack, thus increasing its defences to Shivering Scales DC18, AC18 (touch 10, flat-footed 18) and DR 6/–. A Large sized dire pangolin has a +4 circumstance bonus to Natural Armour and Damage Reduction when rolled into a ball.
Whenever a critical hit or sneak attack is scored on a dire pangolin rolled into an Armoured Ball, there is a 50% chance (75% for Large-sized dire pangolins) that the special attack is negated and its damage is rolled normally.
An attacker can forcibly unroll a pangolin with a grapple check, but a dire pangolin receives a +10 racial bonus on its grapple check to resist, and the attacker must continue making grapple checks each round or the pangolin can roll itself back up.
A dire pangolin can unroll from an Armoured Ball into an upright position with a standard action.
Fortification (Ex): Whenever a critical hit or sneak attack is scored on a dire pangolin there is a 25% chance that the special attack is negated and its damage is rolled normally, similar to the effect of armour enchanted with the Light Fortification quality. This chance increases to 50% (75% for Large dire pangolins) when the dire pangolin is curled into an Armoured Ball.
Rock-Hard Claws (Ex): A dire pangolin's claw attacks ignore hardness of up to 7, allowing them to easily claw through termite mounds and wood to find insects.
Shivering Scales (Ex): A pangolin can use a standard action to vibrate its scales to try cutting attackers with their sharp edges. Any opponent that grapples the pangolin or hits it with a natural weapon attack before the pangolin's next turn must make a Reflex save against a DC15 or take 1d3 damage plus half the attacker's Strength bonus (maximum +6). If the pangolin is rolled into an Armoured Ball, the DC is 18. The save DC is Constitution-based.
Example: a lion hits a dire pangolin with a 1d4+5 damage claw. If the lion fails a DC15 Reflex save it takes 1d4+2 damage. The pangolin only takes 1d4+2 damage, due to its Damage Reduction of 3. If the dire pangolin was rolled up into an Armoured Ball the DC would be 18, and it would take only 1d4-1 damage due to its DR being increased to 6.
Sticky Tongue (Ex): A dire pangolin can sweep a 5 foot square with its sticky tongue. Any Fine sized creature in that square must make a DC15 Reflex save or be stuck to the tongue, they then must beat the dire pangolin in a grapple check or be swallowed the same round (see Swallow Whole, below). A dire pangolin has a –10 circumstance penalty on its Sticky Tongue grapple checks, but suffers no penalty for grappling multiple Fine creatures with its tongue. Affected creatures can make an Attack of Opportunity against the dire pangolin, but if they do they are not entitled to a Reflex save to avoid the tongue. If a dire pangolin use its tongue sweep attack against a swarm of Tiny creatures, it automatically does 1d6+3 damage to the swarm, halved with a DC15 Reflex save.
A dire pangolin can also use its Sticky Tongue as a melee touch attack against a single target, which need not be Fine size. In such a case it does not allow a Reflex save to avoid or provoke an Attack of Opportunity.
The save DC is Constitution-based.
Stink-Spray (Ex): Once an hour, a dire pangolin can spray a 15 foot cone of reeking musk. Any living creature it touches must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 rounds. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.
Swallow Whole (Ex): A dire pangolin can try to swallow an opponent of Fine size it is grappling with its tongue by making a successful grapple check with a –10 circumstance penalty; it can attempt to swallow multiple Fine opponents simultaneously at no additional penalty. Once inside, the opponent takes 1d4+3 points of crushing damage plus 2 points of acid damage per round from the dire pangolin’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Medium sized dire pangolin’s stomach can hold 512 Fine opponents.
Skills
Pangolins have a +2 racial bonus on Hide and Listen checks, plus a +4 racial bonus on Survival checks when tracking by scent. A dire pangolin has a +4 racial bonus to Climb and Swim checks, and can use either its Dexterity or its Strength bonus on Climb checks.
Training A Dire Pangolin
A dire pangolin can be trained to take a rider. Some gnome communities are especially fond of them as mounts. A dire pangolin makes an excellent steed; they have incredible toughness and endurance and can traverse very rugged terrain with their skill at climbing and swimming. Most domesticated dire pangolins have their scent-glands surgically removed (requiring a DC18 Heal check), since they still have a tendency to spray stink-juice or try to curl into a ball when startled or threatened. These traits make most dire pangolin steeds too skittish to ride into battle, although battle-hardened dire pangolins, many of which are animal companions or paladin's mounts, can make excellent combat mounts.
Domesticated dire pangolins are difficult to feed when they are in areas without abundant large insect nests. They can be fed on minced fresh meat or "ant grits" – a mixture of wild grains soaked in animal fat, finely chopped pemmican and dried insects, flavoured with vinegar. (Ant grits is edible to humanoids, but is definitely an acquired taste.)
Riding a dire pangolin requires an exotic saddle. A dire pangolin wearing a saddle can not use its Armoured Ball or Shivering Scales abilities, due to the saddle restricting their back muscles. This does not prevent a panicked dire pangolin trying to curl up when saddled, which usually results in the pangolin lying half-curled on its side with its rider on the ground beside it.
All dire pangolins are born with the instincts of a wild animal. Even those born in captivity have to be raised from infancy to become domesticated animals, requiring a DC18 Handle Animal check. These animals are surprisingly intelligent, and can learn any trick in the Handle Animal rules (q.v.).
Training a dire pangolin for combat is difficult, requiring six weeks of work and a DC 25 Handle Animal check. A dire pangolin can fight while carrying a rider, but the rider cannot also attack unless they succeed on a Ride check.
Dire pangolin young are worth 100 gp per head and a domesticated adult is worth 500 gp, or 1000 gp for a Large dire pangolin. A combat trained riding pangolin is worth twice as much. Dire pangolins mature at the same rate as horses. Professional trainers charge 200 gp to rear or train a dire pangolin.
Carrying Capacity
A light load for a dire pangolin is up to 114 pounds; a medium load, 115-229 pounds; and a heavy load, 230-345 pounds.
Advanced Dire Pangolins
A dire pangolin advanced to Large size follows the normal Advancement rules, except it has a Damage Reduction of 4 (DR 8/– when curled into a ball). This gives it the following stats:
Giant Dire Pangolin
Large Animal (Dire)
Hit Dice: 5d8+33 (60 hp)
Initiative: +0
Speed: 30 ft. (6 squares), burrow 5 ft.
Armour Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+14 [+24 to resist unrolling, +4 with sticky tongue sweep]
Attack: Claw +9 melee (1d8+7) or tail-slap +9 melee (1d8+10) or tongue +9 melee touch (special)
Full Attack: 2 claws +9 melee (1d8+7) or tail-slap +9 melee (1d8+10) or tongue +9 melee touch (special)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rock-hard claws, shivering scales, sticky tongue, stink-spray, swallow whole
Special Qualities: Armoured ball, DR 4/–, fortification, low-light vision, scent
Saves: Fort +7, Ref +4, Will +4
Abilities: Str 24, Dex 11, Con 23, Int 2, Wis 13, Cha 10
Skills: Climb +13, Hide +1, Listen +6, Survival +2* (+6 tracking by scent), Spot +4, Swim +13
Feats: Athletic, Endurance, Toughness(B), Track(B)
Environment: Warm forests or plains
Organization: Solitary or Family (2-8)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 6 HD (Large)
Level Adjustment: —
Combat
Armoured Ball (Ex): While curled-up a giant dire pangolin has 75% fortification against critical hits and sneak attacks, DC21 Sharp Scales, AC20 (touch 10, flat-footed 20) and DR 8/–.
Fortification (Ex): Gives 25% resistance to critical hits and sneak attacks, increases to 75% when in Armoured Ball.
Rock-Hard Claws (Ex): A dire pangolin's claw attacks ignore hardness of up to 7, allowing them to easily claw through termite mounds and wood to find insects.
Shivering Scales (Ex): Opponents hitting with natural attacks take 1d4 damage plus half the attacker's Strength bonus (maximum +8) if they fail a DC18 Reflex save (DC21 when in Armoured Ball). The save DC is Constitution-based.
Sticky Tongue (Ex): Affects all fine sized creatures within a 5 foot square that fail a DC15 Reflex save or a single creature hit by a melee touch attack. Any Fine sized creature struck must win a grapple check (–10 circumstance penalty to the pangolin) or be swallowed the same round (see Swallow Whole, below). The dire pangolin has no penalty for grappling multiple Fine creatures with its tongue. Against a Swarm, a sticky tongue attack does 1d8+7 damage, halved with a DC15 Reflex save. The save DC is Constitution-based.
Stink-Spray (Ex): Once an hour, 15 foot cone, all living creatures within must make DC18 Fortitude saves or be sickened for 1d6+4 rounds. A delay poison or neutralize poison spell removes the effect. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.
Swallow Whole (Ex): Only via Sticky Tongue attack on Fine opponents. Swallowed opponent takes 1d6+7 points of crushing damage plus 2 points of acid damage per round from the dire pangolin’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large dire pangolin’s stomach can hold 2048 Fine opponents.
Carrying Capacity
A light load for a Large dire pangolin is up to 349 pounds; a medium load, 350-699 pounds; and a heavy load, 700-1050 pounds.
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