Fordorran (CR 4)
AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Hit Dice: 6d10+18 (51 hp)
Fort +8, Ref +5, Will +3
Speed: 30 ft.
Space: 10 ft./5 ft.
Base Attack +5; Grapple +17
Attack: Claw +8 melee
Full Attack: 2 claws +8 melee and gore +3 melee
Damage: claw 1d6+4, gore 1d8+2
Special Attacks/Actions: Psi-like abilities, stench
Abilities: Str 18, Dex 11, Con 17, Int 2, Wis 12, Cha 13
Feats: Ability Focus (stench); Combat Manifestation; Multiattack
Skills: Listen +4 and Spot +7
Advancement: 7-10 HD (Large)
Climate/Terrain: Warm deserts (Athas)
Organization: Solitary or pair
Psi-Like Abilities (Sp): 3/day - dissipating touch, energy burst (DC 14), id insinuation (DC 13). Manifester level 6th. The save DCs are Charisma-based.
Stench (Ex): The fordorran continually produces a foul-smelling odor as its digests its varied diet. Any living creature (even another fordorran) within 10 feet must succeed on a DC 18 Fortitude save or be sickened for as long as it remains in the affected area and for 1d4 rounds afterward. A creature that successfully saves cannot be affected again by the same fordorran's stench for 24 hours. Delay poison or neutralize poison removes the sickened condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on saving throws against this effect. The save DC is Constitution-based.
The fordorran lashes out more or less randomly at every creature it meets. It has a base level of animal cunning, but elaborate strategies are beyond it. Even its psionic powers and attacks are more a matter of instinct than refined prowess.