Giant Strider (CR 1)
AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Hit Dice: 2d10+6 (17 hp)
Fort +6, Ref +4, Will -1
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +2; Grapple +10
Attack: Bite +5 melee; or kick +5 melee
Full Attack: Bite +5 melee; or kick +5 melee
Damage: Bite 1d8+4; or kick 1d8+4
Special Attacks/Actions: Fireball
Abilities: Str 18, Dex 12, Con 17, Int 1, Wis 9, Cha 8
Special Qualities: Fire subtype. healing from fire, resistant to magic
Skills: Listen +4
Advancement: 3-6 HD (Large)
Climate/Terrain: Warm mountains
Organization: Solitary or flock (2-6)
Fireball (Su): Twice per hour, a giant strider can emit a small fireball from ducts near its eyes. Each fireball has a range of 60 feet and a burst radius of 10 feet. Creatures caught by the blast must make a Reflex save (DC 14) or take 1d6 points of damage. A successful save negates all damage.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Healing from Fire (Ex): Not only do giant striders take no damage from fire, they are healed by it. Once during each 3 rounds that a strider is exposed to intense heat or flame, the creature gains the benefit of a cure light wounds spell (1d8+1 hp healed). A fireball spell or other intense, fiery attack fully heals the creature instantly.
Resistant to Magic (Ex): Giant striders gain a +2 bonus on all saving throws against magical effects.
Giant striders can attack opponents either to the front, with a vicious bite, or behind, with an even nastier kick. They do not fear battle, and they make excellent war mounts.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.