Brixashulty (CR 1)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision, scent, Spot +3, and listen +5
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 2d8+6 (15 hp)
Fort +7, Ref +7, Will +2
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Gore +2 melee
Full Attack: Gore +2 melee
Damage: Gore 1d6+1
Special Attacks/Actions: Knockback
Abilities: Str 13, Dex 17, Con 16, Int 2, Wis 13, Cha 4
Skills: Balance +5, Jump +10, Spot +3, and listen +5
Climate/Terrain: Warm plains
Heroes of Battle
Brixashulties remain alert and sensitive to the presence of intruders or predators. In spite of their even temper, they become aggressive in the presence of strange sight, sounds, or smells. When annoyed, they tend to charge foes and deliver a dangerous gore attack. In a battle, brixashulties instinctively band together to guard each other's flanks and to concentrate their attacks; using this tactic, a herd of brixashulties can often fend off a pack of wolves.
Knockback (Ex): A gore attack from a brixashulty can literally drive back a foe. When a brixa hits with its gore attack, it can immediately attempt a bull rush without entering the foe's space or provoking an attack of opportunity. The brixa makes a Strength check with a +7 bonus, which includes a +4 racial bonus. If the bull rush succeeds, the foe is driven back 5 feet and must make a DC 12 Reflex save or fall down. If being driven back would force the opponent into a barrier or into a square where it cannot stop (such as a wall or a square that already contains another creature), the foe falls down in its square instead. The Reflex save DC is Strength-based.
Skills: A brixashulty has a +2 racial bonus on Balance, Jump, and listen checks. A brixashulty uses its Dexterity modifier for Jump checks.