Megatherium (CR 8)

Huge Animal
Alignment: Always neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +11, and Spot +11


AC: 24 (-2 size, +1 Dex, +15 natural), touch 9, flat-footed 23
Hit Dice: 13d10+91 (162 hp)
Fort +17, Ref +9, Will +5
Speed: 40 ft.
Space: 15 ft./10 ft.
Base Attack +9; Grapple +25
Attack: Claw +16 melee
Full Attack: 2 claws +16 melee and bite +10 melee
Damage: Claw 2d4+8 19-20, bite 2d6+4
Special Attacks/Actions: Improved grab, pin down, trample 2d8+12
Abilities: Str 27, Dex 13, Con 24, Int 2, Wis 13, Cha 8
Special Qualities:
Feats: Alertness; Great Fortitude; Improved Critical (claw); Power Attack; Weapon Focus (claw)
Skills: Listen +11 and Spot +11
Advancement: 14-16 HD (Huge); 17-26 HD (Gargantuan)
Climate/Terrain: Any forest, hill, or plains
Organization: Solitary or family (2-4)
Treasure: -

Source: Fiend Folio

Combat

A megatherium tries so trample its nearest opponent before attempting to bring its claws to bear. It uses its reach and improved grab ability to establish a grapple; then it holds the victim down while fighting other foes off with its other claw and bite.

Improved Grab (Ex): If a megatherium hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +25) If it gets a hold, it can pin down the opponent on its next successful grapple check. Thereafter, the megatherium has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the megatherium is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Pin Down (Ex): A megatherium can make a grapple check against an already grappled opponent in an attempt to pin it down. If is successful, the opponent is pinned down if beneath the megatherium's claw. Pinned opponents take trample damage in each round they are pinned, including the round in which the pin is established.

Trample (Ex): As a standard action, a megatherium can trample opponents at least one size category smaller than itself. This attack deals 2d8+12 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 24) for half damage.

Scent (Ex): A megatherium can detect approaching enemies, sniff out hidden foes, and track by sense of smell.