Large Magical Beast (Fiend)
Hit Dice: 8d10+56 (100HP)
Initiative: +5
Speed: 40’ (8 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural); touch 10; flat-footed 12
Base Attack/Grapple: +8/+18
Attack: Bite +13 melee (1d6+6) or Gore +13 melee (1d8+6)
Full Attack: Bite +13 melee (1d6+6) & Gore +8 melee (1d8+6)
Space/Reach: 10’/5’
Special Attacks: Flame Ball, Trample
Special Qualities: Magical Beast traits
Saves: Fort +13, Ref +7, Will +3
Abilities: Str 23 (+6), Dex 12 (+1), Con 25 (+7), Int 4 (-3), Wis 13 (+1), Cha 10 (+0)
Skills: Jump +9, Listen +8, Survival +5
Feats: Improved Initiative, Power Attack, Skill Focus (Listen)
Environment: underground (Calm Lands)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Hi-Potion/Hi-Potion (×2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 16d6+64 (120MP)
•
Flame Ball (Su): +8 ranged touch attack; inflicts 3d6 points of fire damage to all opponents within 45’; Reflex save (DC20) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4+1 rounds
• Trample (Ex): 1d8+9 damage; Reflex save (DC20) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity