Large Magical Beast
Hit Dice: 8d10+40 (84HP)
Initiative: +4
Speed: 80’ (16 squares)
Armor Class: 22 (-1 size, +4 Dex, +9 natural), touch 13, flat-footed 19
Base Attack/Grapple: +8/+18
Attack: Gore +13 melee (2d6+6)
Full Attack: Gore +13 melee (2d6+6) & 2 Hooves +8 melee (1d8+6)
Space/Reach: 10’/10’
Special Attacks: Heave, Improved Grab, Trample 1d8+9
Special Qualities: Darkvision 90’, Immunity to Charm/Compulsion/Poison/Sleep, Low-Light Vision, Magical Beast traits, Spell-Like Abilities
Saves: Fort +11, Ref +10, Will +7
Abilities: Str 23 (+6), Dex 18 (+4), Con 21 (+5), Int 14 (+2), Wis 21 (+5), Cha 24 (+7)
Skills: Hide +10, Jump +12, Move Silently +10, Spot +11, Survival +13
Feats: Cleave, Great Cleave, Power Attack
Environment: warm plains (Siraaj)
Organization: solitary, pair, family (1d4 adults plus 2d6 noncombatant young), or herd (3d6+12 adults plus 6d6 noncombatant young)
Challenge Rating: 10
Treasure: half standard
Alignment: usually Chaotic Neutral
Advancement: 9-16HD (Large), 17-32HD (Huge)
Level Adjustment: N/A
Combat
Karkadani are temperamental creatures, & they are intensely territorial. They will protect their domain & their fellow herd members with extreme prejudice. That said, they are not unreasonable beasts; they can be negotiated with, to a certain extent. In a skirmish, though, they are violent combatants, charging into battle & attempting to Gore or Trample anything that moves. They will usually Heave smaller opponents out of their way, saving their spell-like abilities (such as
confusion &
fear) for larger foes.
Heave (Ex): The karkadan can throw a grabbed opponent of Huge or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 1d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Huge the opponent is (for example, a Medium-sized creature would be 2 categories smaller than Huge, & therefore would take 3d6 falling damage); this is a standard action that does not provoke attacks of opportunity
Improved Grab (Ex): To use this ability, the karkadan must hit with a Gore attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Heave.
Trample (Ex): Attack bonus +13 melee, damage 1d8+9; Reflex save (DC20) for half damage; the save DC is Strength-based.
Magical Beast traits: All creatures with the Magical Beast type possess the following traits:
- Darkvision out to 60’.
- Proficient with its natural weapons only.
- Proficient with no armor.
- Magical Beasts eat, sleep, & breathe.
Spell-Like Abilities
- At Will: detect magic, endure elements (DC18), flare (DC17), longstrider
- 3/Day: bear’s endurance (DC19), greater magic fang (DC20), see invisibility
- 1/Day: confusion (DC21), fear (DC21)
- Caster level 9th. The save DCs are Charisma-based.
Karkadan Lore
Characters that have ranks in Knowledge (Arcana) can learn more about karkadani. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
- DC20: “A mighty creature rules the sun-baked savannas with more strength than an entire pride of lions.” A character making this check recalls all magical beast traits.
- DC25: “The powerful beast is called a karkadan, & it can stomp creatures into the ground with its great hooves.” A character making this check knows the workings of the Trample ability.
- DC30: “Despite their wise natures, they are stubborn & dangerous, for they can fling their enemies into the air with their vicious horns.” A character making this check remembers the mechanics of Heave.
- DC35: “They are also able to use magic to defend the lands that they claim, & are more than willing to do so.” A character making this check is familiar with a karkadan’s spell-like abilities.