Kuldurath (CR 8)

Large Magical Beast (Extraplanar)
Alignment: Always neutral
Initiative: +0; Senses: darkvision 60 ft. and low-light vision
Languages: understands Sylvan, does not speak


AC: 25 (-1 size, +10 +2 full plate barding, +6 natural), touch 9, flat-footed 25
Hit Dice: 9d10+36 (85 hp)
Fort +10, Ref +6, Will +5
Speed: 60 ft. (40 ft. full plate harding), climb 30 ft.
Space: 10 ft./5 ft.
Base Attack +9; Grapple +18
Attack: Gore +13 melee
Full Attack: Gore +13 melee and armor spikes +8 melee and 2 kicks +8 melee
Damage: Gore 2d6+5, armor spikes 1d8+2, kick 2d4+2
Special Attacks/Actions: Charge, electricity aura, trample
Abilities: Str 21, Dex 10, Con 19, Int 5, Wis 14, Cha 10
Special Qualities: immunities, share defenses
Feats: Combat Reflexes; Endurance; Power Attack; Run
Skills: Climb +17, Intimidate +4, and Jump +9
Advancement: 10-24 HD (Huge), 25-27 HD (Gargantuan)
Climate/Terrain: Any plains or hills (Outlands)
Organization: Solitary, pair, or herd (5-20)
Treasure: -

Source: Fiend Folio

Combat

Kulduraths fiercely protect their herds against attacks, but they are not territorial and do not mind friendly or ambivalent creatures in their midst. When mounted, a kuldurath can be a formidable opponent. A kuldurath being ridden by a ferrumach rilmani uses its Intimidate skill modifier to aid the ferrumach's Intimidate checks, as needed.

Charge (Ex): A kuldurath typically begins a battle by charging at its opponent. In addition to the normal benefits and hazards of a charge, this tactic allows the kuldurath to deal double damage with a successful gore attack.

Electricity Aura (Su): Three times per day as a free action, a kuldurath can emit a powerful aura of electricity. All creatures within 30 feet must make a Reflex save (DC 18) each round or take 2d6 points of electricity damage.

Trample (Ex): As a standard action, a kuldurath can trample opponents at least one size category smaller than itself. This attack deals 2d6+5 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 19) for half damage.

Share Defenses (Su): A kuldurath automatically gains the benefits of its rider's damage reduction and energy resistances, as well as any spell effects with a range of personal.

Immunities (Ex): A kuldurath is immune to electricity damage and mind-affecting effects.

Skills: Kulduraths have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Extraplanar Subtype

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.