Pine Pangolin

Level 7
Creature· elementalMediumRemaster
AC
25
HP
140
Speed
25 ft.
Perception
+15
Fort
+15
Ref
+10
Will
+18
Immunities poison, paralyzed, sleep, bleed
Weaknesses axe-vulnerability 5, fire 10
Skills survival +18, athletics +17, nature +15
Recall Knowledge DC 23 (nature)

Attacks

Melee Claw +17 (agile, unarmed), Damage 2d12+3 piercing
Melee Tongue +17, Damage 2d8+3 bludgeoning

Abilities

Roll Up

The pine pangolin falls Prone, closes up its scales, and rolls into a ball. While Rolled Up, the pangolin gains resistance 10 to physical damage and total immunity to falling damage from heights of 50 feet or less. The only action the pine pangolin can take is to Stand, and the effects of Roll Up end once the pangolin Stands.

Secrete Tar

The pine pangolin secretes a brown, sticky tar within a 5-foot area, making those squares difficult terrain for 1 minute. Each creature that enters or starts its turn in a tarred square must succeed at a DC 25 fortitude save or become Immobilized until it Escapes. On a critical failure, the creature falls Prone; prone creatures take a –2 circumstance penalty to their checks to Escape the tar. The pine pangolin is immune to the effects of its own tar.

Grab

These creatures sleep while hanging upside down by their partially curled tails and rely on their thick wooden scales to protect them from danger. One such danger the scales negate is the falling damage from deliberately rolling up and dropping onto the head of an unsuspecting opponent, which is one of their favorite combat strategies. Beneath their scales, pine pangolin bodies secrete a thick, sticky tar that serves as a secondary line of defense.