Mammoth, Woolly (CR 9)

Huge Animal
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, scent, Listen +12, and Spot +11


AC: 17 (-2 size, -1 Dex, +10 natural), touch 7, flat-footed 17
Hit Dice: 14d8+98 (161 hp)
Fort +16, Ref +8, Will +10
Speed: 40 ft.
Space: 15 ft./10 ft.
Base Attack +10; Grapple +30
Attack: Gore +20 melee
Full Attack: Slam +20 melee and 2 stamps +18 melee ; or gore +20 melee
Damage: Slam 2d6+12, stamp 2d6+6, gore 2d10+18
Special Attacks/Actions: Improved grab, toss, trample 2d8+18
Abilities: Str 34, Dex 8, Con 25, Int 2, Wis 12, Cha 7
Special Qualities:
Feats: Alertness; Endurance; Improved Bull Rush; Multiattack; Power Attack
Skills: Listen +12 and Spot +11
Advancement: 15-20 HD (Huge); 21-28 HD (Gargantuan)
Climate/Terrain: Cold plains
Organization: Solitary or herd (4-16)
Treasure: None

Source: Frostburn

Combat

Woolly mammoths are usually aggressive only when stalked or threatened or when they fear for the safety of their young. Like elephants, woolly mammoths have long memories, and will take revenge on creatures that harmed them in the past. Woolly mammoths prefer to fight as a herd rather than individually, though the lead bull in a herd (usually a male with advanced Hit Dice) will often fight alone to defend the females and young.

Improved Grab (Ex): To use this ability, a woolly mammoth must hit a Large or smaller foe with a gore attack. If it gets a hold, it tosses its opponent.

Toss (Ex): Woolly mammoths vigorously shake any creature caught in their tusks and fling it in a random direction. Resolve the toss as a bull rush maneuver (+20 check modifier), except that there is no attack of opportunity, since the woolly mammoth has already grabbed its foe when it tries to toss the victim. The woolly mammoth does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the woolly mammoth's bull rush check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

Trample (Ex): As a full-round action, a woolly mammoth can move up to twice its speed and literally run over Large or smaller creatures. This attack deals 2d8+18 points of damage. Trampled opponents can make attacks of opportunity against the woolly mammoth at a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt DC 29 Reflex saves for half damage. The save DC is Strength-based.

Scent (Ex): A woolly mammoth can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.