Forever Moose
Huge Magical Beast
Hit Dice: 8d10+40 (84 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 18 (-2 Size, +10 Natural), touch 8, flat-footed 18
Base Attack/Grapple: +8/+24
Attack: Gore +14 melee (2d6+12)
Full Attack: Gore +14 melee (2d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Charge!, Vengeance Is Mine Sayeth The Moose!
Special Qualities: Darkvision 60 ft., Invulnerability 10/-, Immortal, Scent, Revenge Tracking, Immune to Poison and Disease
Saves: Fort +11, Ref +6, Will +6
Abilities: Str 26, Dex 10, Con 20, Int 4, Wis 14, Cha 18
Skills: Knowledge (Geography, Nature) +0, Listen +7, Spot +4, Survival +4, Swim +8
Feats: Iron Will, Power Attack, Run
Environment: Where ever it feels like going
Organization: Unique
Challenge Rating: <##>
Treasure: None
Alignment: Chaotic Neutral
Advancement: 9+ HD (Huge)
Level Adjustment: ---

When Fiends taken by the Jester arrived at the Pit, they found the Moose waiting for them. It appears as a fairly normal, if incredibly well muscled moose. Other than it's bulk, it has no really distinguishing features. But it cannot die. No matter how many times the Moose is killed it stands up or reappears within the week. Worse yet, it has a perfect memory of whoever has wronged it, is extraordinarily vengeful, and appears to have some sort of magical means by which to locate those who have wronged it. So the Fiends have put it in a zoo enclosure, made sure it's well fed, and generally are hoping for the best.

Charge! (Ex): The Forever Moose does 4d6+24 damage with successful Charge. Additionally, it gets a Trip attempt as a Free Action without provoking an Attack of Opportunity, and if it fails the opponent cannot attempt to Trip it back.

Vengeance Is Mine Sayeth The Moose! (Su): The Moose ignores an opponents Damage Reduction (or other means of reducing damage) if the target has previously harmed or killed it.

Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities. For example the Forever Moose has Invulnerability 10. That means it negates the first 10 points of damage from any attack (this includes untyped damage).

Immortal (Su): It's impossible to destroy the Moose through simple combat: The "destroyed" Moose will restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The Moose that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + Moose’s HD) against DC 16. It gets a new roll every 2d4 days if the roll fails. There is no known way to permanently dispose of the Moose.

Revenge Tracking (Su): The Forever Moose permanently has the benefits of the Locate Creature spell, but only against those who have harmed or killed it.

Skills: The Forever Moose has a +4 Racial Bonus on Listen Checks.

Combat: The Forever Moose just charges headlong. It has no (beeps) left to give.




The Forever Moose
"Thank goodness our viewers are loyal. Hopefully we should have a rescue team soon."

Immortality The Name Is Moose
"What's that wondering in the distance over there?"

"It looks like a moose."

"Oh crap! That is the Moose!"

The Moose Never Forgets

"The Moose?"

"Is there something special about this moose?."

"We call it the Forever Moose. It can't die. No matter how many times it's been killed, it always comes back."

"So it's here for study?"

"Have there been any findings?"

"We study it from afar. It's too dangerous to get close to. Also, it's very vengeful, and it's taken out anyone who's ever harmed it."

"Maybe we should move out of sight then."

"No worries, it appears to be engaged on taking vengeance on that tree over there."