Vrill (CR 5)
Alignment: Always neutral
Initiative: +4 (Improved Initiative); Senses: scent and Listen +3
AC: 16 (+3 natural, +2 leather, +1 small shield), touch 10, flat-footed 15
Hit Dice: 3d8+3 (16 hp); DR: 10/magic
Fort +4, Ref +3, Will +5
Speed: 30 ft.
Space: 5 ft. by 5 ft./5 ft.
Base Attack +3; Grapple -6
Attack: Gore +6; or vrill battleaxe +6 melee; or shortbow +4 ranged
Full Attack: Gore +6; or vrill battleaxe +6 melee; or shortbow +4 ranged
Damage: Gore 1d4+2; vrill battleaxe 1d8; shortbow 1d6
Special Attacks/Actions: Breath weapon, lamentation, stun
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 15, Cha 8
Special Qualities: SR 15, immovability, charm resistance
Feats: Improved Initiative
Skills: Diplomacy +3, Listen +3, Profession (any one) +7, Sense Motive +8, and Survival +12
Advancement: 4-6 HD (Small), 7-9 HD (Medium-Size)
Climate/Terrain: Temperate and cold forest, hill, mountain and plain
Organization: Solitary, Gang (2-5), Pod (5-20) or Herd (21-40)
Breath Weapon (Su): 1d4 Constitution damage, cone, 60 feet, every 1d4 rounds (but no more than five times per day); Fortitude save (DC 12). Affected creatures spend the next 1d6 rounds retching and attempting to move away from the offending vrill. Those that can't move away can defend themselves but not attack.
Lamentation (Su): A vrill can generate a radial sonic burst attack extending 80 feet in every direction. Targets subjected to the sound of the vrill's bellow must make a Will save (DC 10) or be overcome with grief for 1d6 rounds. This grief immobilizes its victims, allowing neither attack or defense.
Stun: Vrill who successfully charge a target can ram with the flat of their horn rack. That creature must succeed at a Fortitude save (DC 12) or be stunned for 1d6 rounds. Such "flat of the horn rack" attacks inflict no gore damage.
Immovability (Su): Vrill are able to magically root themselves to any surface. This ability gives the creature a +4 racial bonus to an opposed Strength check for a Bull Rush. Rooting itself offers the vrill no additional protection and ends if the vrill is killed, stunned or rendered unconscious.
Charm Resistance (Su): Vrill charm resistance offer them a +4 racial bonus to Will saves against enchantments.
About the Author: Robert Holzmeier has played D&D for more than 20 years. A lapsed player, he's glad to come back into the fold with the release of the new edition of the game.