Bonespear (CR 12)
AC: 27 (-1 size, +3 Dex, +15 natural), touch 12, flat-footed 24
Hit Dice: 15d8+60 (127 hp)
Fort +13, Ref +8, Will +6
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +11; Grapple +21
Attack: Horn +16 melee, or horn +13 ranged
Full Attack: 2 horns +16 melee and bite +11 melee, or 2 horns +13 ranged
Damage: 2 horns 2d6+6 plus poison; bite 2d6+3
Special Attacks/Actions: Attach, drag, horns, poison
Abilities: Str 22, Dex 17, Con 19, Int -, Wis 12, Cha 10
Special Qualities: Fast healing 5, fire resistance 10, immobile stance, sonic resistance 10, SR 23, vermin traits
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Climate/Terrain: Any land or underground (Acheron)
Organization: Solitary, pair, or pack (4-8)
Treasure/Possessions: 1/2 coins; 50% goods; 50% items
Attach (Ex): If a bonespear hits with a horn attack, the horn buries itself in its target, held in place by numerous barbs on the horn's surface. Each round thereafter that a creature remains impaled by a horn, it takes additional horn damage automatically and incurs a cumulative -1 circumstance penalty on attack rolls, saves, and skill checks. On the bonespear's turn in subsequent rounds, it attempts to drag its prey closer (see below). A single attack with a slashing weapon against a tendon (made as an attempt to sunder a weapon) that deals at least 15 points of damage severs a horn from its tendon. A creature impaled by a severed horn takes 1d6 points of damage per round automatically until the horn is removed. Removing a horn (a full-round action) deals 2d8 points of damage to the victim, but if the character removing the horn makes a successful Heal check (DC 20), this damage is reduced to 1d4 points.
Drag: After spearing a victim, a bonespear attempts to drag the victim closer on the bonespear's turn in each subsequent round. This activity resembles the bull rush maneuver, except that the bonespear drags its victim 10 feet closer +1 foot for each point by which its Strength check exceeds the victim's. The bonespear gains a +4 bonus on its drag check if it is set in its immobile stance. Against a Medium-size victim, the bonespear's Strength modifier is +10, or +14 if it is set in its stance. A bonespear can draw in a creature from a distance of 10 feet or less and bite with a +4 bonus on its attack roll in the same round.
Horns (Ex): Most encounters with a bonespear begin when it fires its two horns. If a horn misses its intended target, it is quickly reeled in. Reeling in a horn is a full-round action. Each horn has a range of 60 feet (no range increment). A bonespear will always try to hit a single target with both horns, but is capable of attaching to two different targets at the same time.
Poison (Ex): A bonespear delivers its poison (Fort DC 25 negates) with each successful horn attack. Initial and secondary damage for the first horn is 2d4 Dex. Initial and secondary damage for the second horn is 2d4 Str.
Fast Healing (Ex): A bonespear regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a bonespear to regrow or reattach lost body parts.
Immobile Stance (Ex): At will, a bonespear can make itself virtually immobile by anchoring itself to the surrounding terrain with its six large, strong feet. In this stance, the bonespear receives a +20 stability bonus on opposed Strength checks to resist a bull rush or to otherwise be moved, and it cannot be overrun. This bonus overlaps (does not stack] with the +4 stability bonus for having more than two legs.) This ability can be activated or deactivated as a free action.
When a bonespear spots food, it reacts quickly. As soon as a target comes with 60 feet, the bonespear launches both horns at it and then attempts to reel it in by retracting the tough sinews that connect the horns to the creature's head.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.