Rothe, Deep (CR 2)
Medium Magical Beast
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 90 ft., Listen +5, and Spot +4
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Hit Dice: 2d10+2 (13 hp)
Fort +4, Ref +5, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +2
Attack: Bite +2 melee; 2 horns -3 melee
Full Attack: Bite +2 melee; 2 horns -3 melee
Damage: Bite 1d8; horns 1d3
Special Attacks/Actions: Stampede
Abilities: Str 10, Dex 14, Con 12, Int 1, Wis 11, Cha 9
Special Qualities: Resist enchantment, dancing lights, immune to mold and fungus, cold resistance 20
Skills: Listen +5 and Spot +4
Advancement: 3-4 HD (Medium-size)
Organization: Herd (11-20)
Rothé bite and slash with their horns. They are not particularly intelligent, even as animals go, but they do have an instinctive wariness of being surrounded or penned in. Creatures that try to surround them, herd them, or raise nets and barriers around them learn that rothé instinctively react to any encircling movement by drifting away from such traps, even as they continue to graze.
Stampede (Ex): Panicked rothé first attempt to break free of creatures who are harrying or herding them by outrunning them as a herd. If this is impossible, the rothé turn to face their opponents and charge in a solid wedge of packed flesh. They run over anything of their own size or smaller, dealing a 2d4 damage for each rothé in the stampede
Resist Enchantment (Ex): Each rothé has a mind of such determination that it gains a +4 racial saving throw bonus against Enchantment spells and effects.
Dancing Lights (Sp): Twice per day, a deep rothé can cast dancing lights to signal other members of the herd, conveying information about the presence of food, danger, and so on. They cast the spell as 4th-level sorcerers, with a range of 140 feet.
Immune to Mold and Fungus(Ex): Rothe are immune to any ill effects of contact with molds, and fungus or their spores.