Fhorge (CR 9)

Large Animal (Extraplanar)
Alignment: Always neutral
Initiative: +4; Senses: low-light vision, scent, Listen +10, and Spot +9

AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Hit Dice: 12d8+63 (112 hp)
Fort +13, Ref +8, Will +6
Speed: 40 ft.
Space: 10 ft. 5 ft.
Base Attack +9; Grapple +22
Attack: Bite +19 melee
Full Attack: Bite +19 melee
Damage: Bite 1d8+13/19-20
Special Attacks/Actions: Double damage on charge, improved grab, rage, worry
Abilities: Str 29, Dex 10, Con 21, Int 2, Wis 15, Cha 10
Special Qualities: Ferocity
Feats: Improved Critical (bite); Improved Initiative; Toughness; Track; Weapon Focus (bite)
Skills: Hide -4, Listen +10, and Spot +9
Advancement: 13-26 HD (Huge); 27-39 HD (Gargantuan)
Climate/Terrain: Any coastal, temperate, and warm forest (Outlands)
Organization: Solitary or herd (5-8)
Treasure/Possessions: -

Source: Fiend Folio

Improved Grab (Ex): If a fhorge hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +22). If it gets a hold, it also worries on the same round. Thereafter, the fhorge has the option to conduct the grapple normally, or simply use its bite to hold the opponent (-20 penalty on grapple check, but the fhorge is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals worry damage.

Rage (Ex): A fhorge that takes damage in combat flies into a berserk rage on its next turn and bites madly until either it or its opponent is dead. The fhorge gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 12d8+87 (136 hp); AC 15, touch 7, flat-footed 15; Base Attack/Grapple +11/+24; Full Attack bite +21 melee; Damage bite 1d8+15; SV Fort +15, Will +8; Str 33, Con 25. A fhorge cannot end its rage voluntarily.

Worry (Ex): A fhorge that successfully gets a hold on an opponent with its improved grab ability shakes the victim violently back and forth. This attack deals bite damage each round until the victim breaks free, the fhorge is slain, or the victim dies.

Ferocity (Ex): A fhorge is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Scent (Ex): A fhorge can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A fhorge's strategy in a fight is simple: Shake it until it's dead. The creature charges into battle initially, grabs hold of its prey in its cavernous mouth, and shakes it until either the creature dies or the fhorge is slain by another foe.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.