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Deity Preview: Mammoth

Mammoth, Totem (Lawful Neutral)

Mammoth is perhaps the most distant totem, rarely intervening in the politics that plague Lukkot. The city was founded on treachery and ambition, two ideologies that would seem at odds with its nature, but Mammoth does not care. As long as the rites are performed and Mammoth is honored it lends its strength to the legion. One of Mammoth’s most perplexing acts is the ascension of its new high priest, Contal.

When Mammoth fought Sceth Hellbringer, the giant was going destroy it. The giant was battle hardened, while Mammoth had not been summoned for centuries. When Nassiral Hate interfered and gave control of the legion to Hellbringer, Mammoth was pleased. It finally had a legion commander who could make it strong again, a feeling Mammoth had all but forgotten. Mammoth spoke to Hate and gave the warlord a young boy, Contal. He told Hate to finish the boy’s education and then send him back to Lukkot to replace the high priest in office. Hate was more than happy to oblige.

When Contal returned he murdered the high priest, calling him a coward, and Mammoth chose Contal to replace the fallen shaman. The tribe did not understand, and does not trust Contal, but Mammoth does not care. Sceth and Contal are making more conquests in the name of Mammoth, giving the totem strength. That is all Mammoth cares about.

When Mammoth is summoned, it appears as an enormous brown woolly mammoth with cracked, burned tusks. Mammoth’s favored tactic is to charge its enemies, trampling them underfoot and spearing them on the ends of its large tusks.

Mammoth
Gargantuan Outsider (Totem, Neutral, Extraplanar, Lawful)
Hit Dice
: 50d8+750 (hp 950)
Initiative
: +5
Speed
: 100 ft. (20 squares)
Armor Class:
36 (–4 size, +5 Dex, +25 natural), touch 11, flat-footed 31
Base Attack/Grapple:
+54/+90
Attack
: Slam +74 melee (2d8+20),
Full Attack: 2 s
lam +74 melee (2d8+20), 2 stamps +69 melee (4d6+10); or gore +74 melee (4d6+20)
Space/Reach
: 40 ft../30 ft.
Special Attacks
: Double damage against objects, spells, trample 5d8+10
Special Qualities
: Damage reduction 25/—, spell resistance 26
Saves
: Fort +42, Ref +32, Will +34
Abilities
: Str 50, Dex 20, Con 40, Int 25, Wis 25, Cha 20
Skills
: Concentration +40, Diplomacy +42, Handle Animal +30, Intimidate +53, Knowledge (siege weaponry) +53, Knowledge (battle) +53, Knowledge (nothrog lore) +53, Knowledge (geography) +53, Knowledge (any 10) +31, Listen +45, Sense Motive +53, Spellcraft +35

Feats: Animal Affinity, Breach the Wall, Channel Spell, Cleave, Crush, Collateral Damage, Combat Casting, Diehard, Endurance, Follow Through, Improved Bull Rush, Improved Sunder, Leadership, Power Attack, Overrun, Wise Leadership

Trample (Ex): Reflex half DC 30. The save DC is Strength-based.
Spells
: Mammoth can cast divine spells as a 20th level cleric. Its domains are Destruction, Law, Travel, and War.

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