Tlalusk (CR 11)

Huge Magical Beast (Cold)
Alignment: Usually neutral
Initiative: +0; Senses: darkvision 60 ft., low-light vision, scent, Listen +13, and Spot +12


AC: 18 (-2 size, +10 natural), touch 8, flat-footed 18
Hit Dice: 16d10+80 (168 hp)
Fort +15, Ref +10, Will +6
Speed: 60 ft.
Space: 15 ft./15 ft.
Base Attack +16; Grapple +34
Attack: Hoof +24 melee
Full Attack: 2 hooves +24 melee and bite +22 melee and gore +24 melee
Damage: Hoof 2d6+10, bite 2d6+5, gore 2d6+5
Special Attacks/Actions: Bellow, trample 2d8+15
Abilities: Str 30, Dex 11, Con 20, Int 5, Wis 12, Cha -
Special Qualities: fast healing 5, immunity to cold, SR 20, vulnerability to fire
Feats: Alertness; Improved Bull Rush; Improved Natural Attack (hoof); Improved Overrun; Multiattack; Power Attack
Skills: Listen +13 and Spot +12
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Climate/Terrain: Cold plains
Organization: Solitary, pair, or herd (3-10)
Treasure: None

Source: Frostburn

Combat

A tlalusk's first instinct in combat is to use its bellow to stun the enemy. It then charges toward the foe, often combining the charge attack with a bull rush. If the enemy still stands, the tlalusk remains to pound it into the ground with its hooves, and then roots it out and finishes the job with its tusks.

Bellow (Su): Once per minute, a tlalusk can bellow. This horribly loud blast affects a 30-foot cone, but can be heard for miles. Any creature within the area must make a DC 23 Fortitude save or be stunned and deafened for 1d6 rounds. A successful save indicates the creature is deafened for only 1 round, and not stunned.

Trample (Ex): As a standard action during its turn each round, a tlalusk can run over Large or smaller opponents. This attack deals 2d8+15 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a DC 28 Reflex save for half damage.

Scent (Ex): A rlalusk can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.