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Leveller "Bodendruker"by Jamie Baty
Colossal Magical Beast
Hit Dice: 45d10+480 (727 hp)
Initiative: +8 (+8 Superior Initiative)
Speed: 40 ft. (8 squares)
Armour Class: 19 (-8 size, +17 natural), touch 6, flat-footed 23
Base Attack/Grapple: +45/+80
Attack: Gore +60 melee (6d10 +19)
Full Attack: Gore +60 melee (6d10 +19) and 3 trunk slams +51 melee (6d8 +9)
Space/Reach: 30+ ft. /20 ft.
Special Attacks: Constrict, devastating trample, double damage against objects, improved grab, powerful charge
Special Qualities: Darkvision 60ft., leveller immunities, low-light vision
Saves: Fort +36, Ref +26, Will +18
Abilities: Str 49, Dex 11, Con 31, Int 2, Wis 13, Cha 8
Skills: Intimidate +15, Listen +19, Spot +19
Feats: Alertness, Die Hard, Dire Charge, Endurance, Epic Toughness, Epic Weapon Focus (Gore), Great Fortitude, Greater Weapon Focus (Gore), Improved Critical (Gore), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Run, Superior Initiative, Weapon Focus (Gore)
Environment: Temperate, Warm plains, forests
Organisation: Solitary, Pair, or Team (2-5)
Challenge Rating: 25
Alignment: Always neutral
Advancement: 46-90 HD (Colossal)
Level Adjustment: -
The huge leveller, sometimes called a bodendruker by natives, appears as a sickly-green elephant, but of twice normal height. The creature has two long, straight tusks, eight elephantine trunks, and four legs which flare out at the hooves. As the beast moves, it leaves a perfectly flat surface behind.
Each of its feet is 10'across, perfect for stomping on its foes. Overall, the creature is about 30ft wide and 60ft+ long, weighing in at a massive 56 tons.
The bodendruker often preys upon purple worms, driving them from their burrows by pounding the ground. When the worms appear, the leveller tramples and devours them.
A leveller is an incredibly dangerous foe when it is angered. Fortunately, if given wide berth, they will not attack. They do not flee once in combat.
Against closely bunched foes, the leveller will attempt to trample them to death. Against more spread out foes, the leveller will charge the closest enemy. After the initial charge, it will use its gore and trunk slams. It will grapple any foe hit with its truck. A leveller has 8 trunks, but may only attack with three per round (though the number of grappled foes does not count against this limit.) Trunks may be severed (AC 16, 50hp apiece) but damaged caused to a trunk does not count against the creatures hp total.
Constrict (Ex): On a successful grapple check, a leveller does an extra 2d8+28 constriction damage to a creature it has grappled with one of its trunks.
Devastating Trample (Ex): As a full-round action, a leveller can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. Those run over suffer 10d10+28 damage. A victim that does not take an Attack of Opportunity may make a Reflex save vs DC 51 to take half damage.
Double Damage Against Objects (Ex): A leveller that makes a Devastating Trample attack against an object or structure deals double damage.
Improved Grab (Ex): If the leveller hits a Huge or smaller target with a trunk, it may start a grapple as a free action, without suffering an attack of opportunity. . If it wins the grapple check, it establishes a hold and automatically inflicts trunk damage, as well as constriction damage, each round the hold is maintained.
Powerful Charge (Ex): When a leveller makes a charge, its attack deals triple damage- 18d10+57 for a gore attack and 18d8+27 per trunk attack. Other benefits and hazards of a charge remain unchanged.
Leveller Immunities (Ex): A leveller is immune to all poisons, all fire damage and all cold damage.