Sloth, Abominable

Huge beast, unaligned

Armor Class 11 (natural armor)
Hit Points 126 (12d12+48)
Speed 30 ft.

22 (+6) 9 (-1) 19 (+4) 2 (-4) 10 (+0) 5 (-3)

Saving Throws Con +8
Senses passive Perception 10
Challenge 6 (2,300 XP)


  • Awful Stench. Any living creature that starts its turn within 10 feet of the sloth must make a Con save (DC 16) or be poisoned until the start of the creature’s next turn. On a successful save, the creature is immune to the stench for 1 hour.


  • Multiattack. The sloth makes two claw attacks.
  • Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 3d10+6 slashing damage, and if the target is Medium size or smaller, it must make a Str save (DC 18) or be pushed 10 feet away and forced prone.


This massive beast is covered in thick, shaggy fur. Its forelegs end in huge sickle-like claws, and it gives off an absolutely putrid reek.

The abominable sloth is a territorial and aggressive variety of giant ground sloth. It is an especially large and powerful animal, only a little smaller than a mammoth; the typical abominable sloth weighs 4 to 5 tons, and stands more than 15 feet tall when rearing up on its hind legs.

The abominable sloth is noted for its overpowering musk, which smells like putrid meat. This foul stench often carries for hundreds of yards with the wind, providing plenty of warning that the beast is nearby-it is difficult indeed to be surprised by this creature. It can be a fierce opponent when angered, and is more than capable of killing a human with a single blow of its claws. The jungle tribes consider the abominable sloth too dangerous (and its flesh too rank) to hunt, and generally avoid the beast.

Section 15: Copyright Notice

Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert

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