Cervine Protector
System: Pathfinder | SRD
Cervine Protector
CR 6
XP 2400
Init +2
;
Senses darkvision 60 ft.; Perception +12
Defense
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 76 (8d10+32)
Fort +10,
Ref +4,
Will +9; +2 vs. poison
DR 5/evil
Immune electricity, petrification
Resist cold 10, sonic 10
SR 17
Offense
Speed 40 ft.
Melee gore +14 (1d8+6 plus push), 2 hooves +8 (1d6+3)
Space 10 ft.,
;
Reach 10 ft,
Special Attacks push (gore, 10 ft.), trample (1d6+9, DC 20)
Spell-Like Abilities (CL 8th; concentration +8)
CMB +15 (+17 bull rush)
CMD 27 (29 vs. bull rush, 31 vs. trip)
Statistics
Str 22,,
Dex 15,,
Con 18,,
Int 12,,
Wis 13,,
Cha 11
Base Atk +8
Feats Improved Bull Rush , Iron Will , Power Attack , Weapon Focus (gore)
Skills Acrobatics +9 (+13 when jumping), Handle Animal +11, Intimidate +8, Knowledge (nature) +12, Perception +12, Sense Motive +12, Stealth +5 (+13 in forests), Survival +12
Languages Celestial, Draconic, Druidic, Infernal; speak with animals
SQ fertile regeneration
Special Abilities
Fertile Regeneration (Su) Once per day, if the cervine protector is in the area of a plant growth spell used to generate overgrowth at the time the spell is cast, it gains fast healing 5 for 10 minutes. The cervine protector maintains the fast healing even if it leaves the affected area. This effect ends immediately if the cervine protector is in the area of a diminish plants spell used to prune growth.