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Thash

Thashes are elementals that escaped the Plane of Earth millennia ago and now wander the wilds of Sekamina. Resembling ankylosauruses with two tails—one at its back end, and one where its head should be—thashes have no traditional sensory organs. Rather, they experience the world solely through the vibrations they sense in the ground beneath their feet.

Armored in stone and equipped with two smashing tails, thashes are fearless, attacking any creature that wanders into their territory, including other thashes. Since they're inedible, ornery, and not smart enough to have a self-preservation instinct, most Darklands predators avoid them. The only creatures that don't fear thashes are cavern trolls and other rock-eaters, as well as ayindilar elves and the other Darklands cultures who've learned to train them as tireless (if unpredictable) beasts of burden.

Elite | Normal | Weak
Proficiency without Level

ThashCreature 9

Rare Huge Earth Elemental 
Source Pathfinder #225: Vaultlines pg. 238
Recall Knowledge DC 31 (includes +5 from Rare) • Elemental (Arcana, Nature)
Perception +17; tremorsense (precise) 60 feet, no vision
Skills Athletics +20, Stealth +15 (+17 in rocky areas)
Str +6, Dex +3, Con +5, Int -4, Wis +3, Cha +0
AC 28; Fort +21, Ref +15, Will +20
HP 150; Immunities bleed, paralyzed, poison, sleep, visual; Resistances piercing 10; Weaknesses bludgeoning 10
Prone Difficulty The thash takes a –2 circumstance penalty to its Reflex DC against Trip attempts. While prone, the thash is upside down and immobilized. The thash must succeed at a DC 30 Athletics check to Stand.Soft Underbelly The thash has an AC of 24 against attacks made directly below it or directly above it while the thash is prone.Splintery Shell The thash has Hardness 10 against damage from sources directly above it. When the thash takes bludgeoning damage from a source directly above it, jagged splinters fly from its shell in a 5-foot emanation. Creatures in the area except the thash take 2d8 piercing damage (DC 27 basic Reflex save). The thash loses this ability while prone.Vertical Blind Spot A thash can't attack a target directly above it, including creatures riding on its back.Footstep Follower [reaction] Trigger A creature the thash can sense with its tremorsense finishes a Stride within 60 feet; Effect The thash Strides toward the creature.Reactive Strike [reaction] The thash gains an additional reaction at the beginning of each of its turns, which it can use only for Reactive Strikes.
Speed 20 feet
Melee [one-action] tail +21 [+16/+11] (reach 15 feet), Damage 2d8+11 bludgeoning plus punishing tailDouble Tail [two-actions] The thash makes two tail Strikes against different targets. These Strikes count as one attack for the thash's multiple attack penalty, and the penalty doesn't increase until after it has made both attacks. The thash is then immobilized until the beginning of its next turn.Punishing Tail A creature struck by the thash's tail Strike must attempt at a DC 27 Fortitude save. On a failure, they're stunned 1 (or stunned 3 on a critical failure).

Sidebar - Additional Lore Beasts of Burden

Although difficult to train, thashes are both tireless and strong, features that make them excellent beasts of burden for those who know how to control them. Thashes find the vibration of footsteps irresistible. Though a creature that approaches a thash is likely to get their head caved in, a thash will follow anything that keeps a steady pace some distance ahead of them. Difficulty arises only when the time comes to load or unload the thash: cargo and passengers are typically lowered onto the creature’s back from above.

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