Hoardevil, Male (CR 4)
Large Magical Beast
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +10, and Spot +4
AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Hit Dice: 5d10+10 (37 hp)
Fort +6, Ref +6, Will +1
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +5; Grapple +14
Attack: Bite +9 melee or slam +9 melee
Full Attack: Bite +9 melee or slam +9 melee
Damage: Bite 1d8+7, slam 1d8+7
Special Attacks/Actions: Powerful charge 2d8+7, rage
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 10, Cha 7
Feats: Alertness; Power Attack
Skills: Hide -2, Jump +15, Listen +10, and Spot +4
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Climate/Terrain: Cold forest and plains
Organization: Solitary, pair, or company (3-6)
A hoardevil usually attacks with a vicious bite. It also can make a slam attack with its chestplate, but it cannot deliver both attacks during the same round.
Usually, a male hoardevil begins a battle by using his powerful charge ability, slamming the opponent with his bony chestplate. Thereafter, he engages his foes in melee, attacking with his bite. The creature's rage ability usually ensures that he fights to the death.
Powerful Charge (Ex): A male hoardevil typically begins a battle by charging at an opponent and making a slam attack with his bony chest. In addition to the normal benefits and hazards of a charge, this tactic allows him to make a single slam attack that deals 2d8+7 points of damage.
Rage (Ex): A male hoardevil that takes damage in combat flies into a berserk rage on his next turn, biting madly until either he or his opponent is dead. He gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. He cannot end his rage prematurely.
While the male hoardevil rages, the following changes to the above statistics are in effect: HD 5d10+20; hp 47; AC 15, touch 9, flat-footed 13; Grp +16; Atk +11 melee (1d8+10, bite); Full Atk +11 melee (1d8+10, bite); SA powerful charge 2d8+10; Fort +8, Str 25, Con 18; Jump +17.
Skills: A hoardevil has a +4 racial bonus on Jump and Listen checks.