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Dogmole

This mole-like creature is the size of a large dog, but its thick, barrel-shaped body looks as heavy as a full-grown dwarf. A ring of tentacles sprouts above a mouth dominated by spade-like incisors. It has no visible ears and possesses only tiny, cataract-filled eyes, but it seems to sense its environment nonetheless.

Dogmole CR 2

XP 600
N Medium animal
Init +7; Senses blindsight 30 ft., scent; Perception +2

DEFENSE

AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 19 (3d8+6)
Fort +7, Ref +6, Will +2

OFFENSE

Speed 30 ft., burrow 10 ft., swim 10 ft.
Melee bite +4 (1d6+2) and 2 claws -1 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks wormkiller rage

STATISTICS

Str 14, Dex 17, Con 15, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 15
Feats Great Fortitude, Improved Initiative
Skills Survival +2, Perception +2, Swim +3

SPECIAL ABILITIES

Burrow (Ex)

Dogmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 ft. in diameter.

Wormkiller Rage (Ex)

Wild dogmole packs are famed for their battles against monsters in the dark caverns of the world. If it draws blood against a vermin, purple worm, or other underground invertebrate, the dogmole gains a +4 bonus to Strength and Constitution but suffers a -2 penalty to AC. The wormkiller rage lasts for a number of rounds equal to 1 + its Constitution modifier (minimum 1 round). It cannot end the rage voluntarily while the creatures that sent it into a rage still lives.