Rothe, Ghost (CR 2)

Large Magical Beast
Alignment: Always neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +6, and Spot +5

AC: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Hit Dice: 4d10+20 (42 hp)
Fort +9, Ref +4, Will +1
Speed: 30 ft.
Space: 10 ft./5 ft.
Base Attack +4; Grapple +16
Attack: Bite +11 melee; 2 horns +6 melee
Full Attack: Bite +11 melee; 2 horns +6 melee
Damage: Bite 2d4+8; horns 2d4+4
Special Attacks/Actions: Stampede
Abilities: Str 26, Dex 12, Con 20, Int 1, Wis 11, Cha 9
Special Qualities: jump, resist enchantment, silence
Feats: Alertness; Power Attack
Skills: Listen +6 and Spot +5
Advancement: 5-8 HD (Large)
Climate/Terrain: Any cold land
Organization: Herd (11-20)
Treasure/Possessions: None

Source: Forgotten Realms Campaign Setting

Stampede (Ex): Panicked rothé first attempt to break free of creatures who are harrying or herding them by outrunning them as a herd. If this is impossible, the rothé turn to face their opponents and charge in a solid wedge of packed flesh. They run over anything of their own size or smaller, dealing 1d12 damage for each rothé in the stampede.

Resist Enchantment (Ex): Each rothé has a mind of such determination that it gains a +4 racial saving throw bonus against Enchantment spells and effects.

Jump (Sp): Once per day, a ghost rothé can cast jump as a 1st-level sorcerer.

Silence (Sp): Once per day, a ghost rothé can cast silence as a 3rd-level sorcerer, but it can only center the effect on itself. It uses its jump and silence abilities in concert to escape pursuers, typically by leaping across a gorge.