Camelopardel (CR 3)
Large Magical Beast
Alignment: Usually neutral good
Initiative: +1 (Dex); Senses: low-light vision, scent, Listen +7, and Spot +7
AC: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Hit Dice: 5d10+10 (37 hp)
Fort +6, Ref +5, Will +4
Speed: 50 ft.
Space: 10 ft./5 ft. (10 ft. with gore)
Base Attack +5; Grapple +12
Attack: Gore +7 melee
Full Attack: Gore +7 melee and 2 hooves +2 melee
Damage: Gore 1d6+3, hooves 1d4+1
Special Attacks/Actions: Haboob
Abilities: Str 16, Dex 13, Con 14, Int 5, Wis 12, Cha 15
Special Qualities: Aura of protection from dessication, hydrate, wild empathy
Feats: Alertness; Iron Will
Skills: Jump +11, Listen +7, and Spot +7
Advancement: 6-10 HD (large); 11-15 HD (Huge)
Climate/Terrain: Warm deserts
Haboob (Su): At will as a standard action, a camelopardel can create a haboob effect, as the spell. Each use of the effect lasts for 5 rounds.
Aura of Protection from Dessication (Su): A camelopardel is constantly surrounded by a 10-foot-radius emanation that duplicates the effects of the protection from dessication spell. Any creature within this radius, including the camelopardel, is protected from up to 50 points of damage from dehydration, whether magical (such as from the desiccate spell) or natural (such as from heat if the creature is dehydrated) in origin. Once the effect has absorbed the maximum amount of damage, that creature is no longer protected. If the camelopardel takes sufficient damage to lose this protection, the effect ends temporarily. It automatically renews after 10 minutes.
Hydrate (Sp): Three times per day, a camelopardel can use hydrate as a 5th-level spellcaster by gently touching a target with its tongue.
Wild Empathy (Ex): This ability works like the druid's wild empathy class feature. The camelopardel's level is equal to its Hit Dice.
A camelopardel is not a powerful combatant. It prefers to drive off intruders by making the environment unfriendly with its haboob ability. The dust cloud also serves it well for escape against enemies that are too powerful to defeat.