Minogon (CR 10)

Large Construct
Alignment: Always neutral
Initiative: +1 (Dex)
Languages: Cannot speak


AC: 20 (-1 size, +1 Dex, +20 natural), touch 10, flat-footed 19
Hit Dice: 11d10 (60 hp); DR: 15/magic
Fort +3, Ref +4, Will +3
Speed: 50 ft.
Space: 5 ft./10 ft.
Base Attack +8; Grapple +8
Attack: Huge greataxe +14/+9 melee, or slam +14 melee
Full Attack: Huge greataxe +14/+9 melee, or slam +14 melee
Damage: Huge greataxe 2d8+10, slam 1d6+10
Special Attacks/Actions: Charge, howl
Abilities: Str 25, Dex 12, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct, magic immunities, rage
Feats: -
Skills: -
Advancement: 12-16 HD (Large), 16-33 HD (Huge)
Climate/Terrain: Any
Organization: Solitary or gang (2-4)
Treasure: None

Source: Dragon #302

Combat

Minogons throw themselves into combat, raining down axe blow after punishing axe blow with a terrifying savagery that belies their constructed nature. After an initial charge into combat, minogons rage as often as possible, using their howl attacks in the periods of relative calm between rages.

Charge (Ex): When a minogon charges, it typically lowers its head and runs its opponent through on its wicked horns. In addition to the normal benefits and hazards of charging, this ability grants the charging minogon a single gore attack (+14 melee) that deals 4d6+10 points of damage.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Howl (Su): By bellowing unfettered rage into the air, the minogon makes its opponents aware of the terrible fury they face. All creatures within a 20-foot radius must succeed at a Fortitude save (DC 15) or be stunned for 1 round. Minogons may howl once every 1d4 rounds.

Magic Immunities (Ex): Minogons are immune to all spells, spell-like abilities, and supernatural effects except as follows. Cold-based effects end their rages and prevent them from raging for 1d10 rounds. Fire-based effects heal 1 point of damage for every 3 points of damage they would otherwise deal. In addition, spells with the Fire descriptor haste minogons (as the spell) for 1d6 rounds.

Rage (Ex): Drawing on both the torrential nature of fire and the screaming anger of the ghostly spirits involved in its creation, the minogon may enter a berserk frenzy as a free action. During this frenzy, which lasts 4 rounds, the construct's strength increases by 4, granting it a +2 Strength bonus to hit with melee attacks and causing its slam or greataxe attacks to deal an extra 3 points of damage. There is no fatigue once the rage passes, but the minogon cannot rage again for 1d4 rounds.