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Large Magical Beast
Hit Dice: 10d10+30 (85 hp)
Speed: 60 ft. (12 squares)
AC: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +10/+20
Attack: Gore +15 melee (1d8+6) or bite +15 melee (1d4+6) or claw +15 melee (1d6+6) or tail +15 melee (1d3+6)
Full Attack: Gore +15 melee (1d8+6) and 2 claws +13 melee (1d6+3) and tail +13 melee (1d3+3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Poison breath, skewer
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +10, Ref +9, Will +4
Abilities: Str 23, Dex 15, Con 17, Int 5, Wis 12, Cha 14
Skills: Listen +7, Spot +7, Survival +6
Feats: Alertness, Improved Initiative, Multiattack, Power Attack
Environment: Temperate forests
Challenge Rating: 7
Alignment: Always neutral evil
Advancement: 11-15 (Large), 16-30 HD (Huge)
Level Adjustment: +3 (cohort)
Trampling and cavorting it comes, its foul breath rotting the leaves, its savage claws and fangs shattering the branches. When it appears in full view, you have no doubt this fiend was not spawned by nature but by fell magic. Its eyes are full of fire and murder, its distended nostrils full of poison and hate. You are not sure whether this creature was spawned as it is now, or it was once a stag and then, by design or evolution, decided to become savage hunter instead of prey.
A beastagore is a demonic deer – the hellish corruption of a forest animal. It appears as a particularly large black stag, whose hooves end in vicious claws. The beast’s maw is lined with jagged fangs, ending in two large tusks protruding sideways. A beastagore’s body, head and limbs, as well as its large horns, are lined with sharp and twisted bony ridges.
A beastagore prefers to use a charge attack to enter a battle, defending itself with a frenzied, full-attack routine afterwards. It only uses its poison breath when very angry.
Poison Breath (Ex): Three times per day, as a standard action, a beastagore can concentrate the noxious fumes of its breath on a black cloud of poison with an area of 5 cubic feet. Any living creature within this area must succeed at a Fortitude save (DC 18, Constitution based) or be poisoned (initial and secondary damage 1d6, Str).
Skewer (Ex): A beastagore may use its gore attack to start a grapple. If a beastagore begins its turn grappling an opponent, it may automatically make an extra gore attack against that opponent in addition to its normal grapple attack. This skewer attack is not subject to the usual –4 penalty on natural attacks made during a grapple.