Gathra (CR 10)
Large Magical Beast (Extraplanar)
Alignment: Always lawful evil
Initiative: -1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +7, and Spot +7
AC: 22 (-1 size, -1 Dex, +14 natural), touch 8, flat-footed 22
Hit Dice: 9d10+72 (121 hp); DR: 10/magic and silver
Fort +14, Ref +5, Will +6
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +9; Grapple +21
Attack: Gore +16 melee
Full Attack: Gore +16 melee and 2 hooves +11 melee
Damage: Gore 1d10+8, hoof 1d6+4
Special Attacks/Actions: Bellow, trample
Abilities: Str 27, Dex 9, Con 26, Int 4, Wis 17, Cha 16
Special Qualities: outsider traits
Feats: Cleave; Great Cleave; Improved Bull Rush; Power Attack
Skills: Hide -5, Listen +7, Spot +7, and Survival +7
Advancement: 10-16 HD (Huge), 17-27 HD (Gargantuan)
Climate/Terrain: Any land and underground (Nine Hells)
Organization: Solitary, pair, or herd (6-12)
Gathras are unsubtle beasts that charge into battle at the first opportunity. They typically bellow before charging, and then trample over their cowering opponent. Gathras that are used as mounts usually have thick armor to improve their already impressive defenses.
Bellow (Sp): Three times per day, a gathra can let our a terrifying bellow. Everyone within 30 feet must make a Will save (DC 15) or be affected as if by fear as cast by a 9th-level wizard.
Trample (Ex): As a standard action, a gathra can trample opponents at least one size category smaller than itself. This attack deals 2d6+8 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity (grapple bonus +32). If it gets a hold, it also constricts on the same round. Thereafter, the maulgoth has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent at a -4 penalty or a Reflex save (DC 20) for half damage.
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.