Juggernaut Sheep

Juggernaut Sheep                                                                CR 7

XP 3200

TN Huge Animal

Init +2; Senses Low-Light Vision; Perception +17

DEFENSE
AC 19, touch 10, flat-footed 17 (-2 size, +2 Dex, +9 natural)

hp 59 (9d8+18); Regeneration 5

Fort +10, Ref +8, Will +7

Defensive Abilities Bravery +3

DR 5/Magic

OFFENSE
Speed 60 ft.

Melee +1 gore +12 (2d6+8)

Space 15 ft.; Reach 15 ft.

Special Attacks Trample (1d8+10, DC 21), Crush (2d6+11, DC 16), Powerful Charge (gore, 4d6+15)

STATISTICS
Str 24, Dex 14, Con 14, Int 2, Wis 14, Cha 16

Base Atk +6; CMB +15; CMD 27 (31 vs. trip)

Feats Endurance, Great Fortitude, Iron Will, Run, Skill Focus (Perception)

Skills: Perception +17

Languages Common

SQ Animal Traits

SPECIAL ABILITIES
Trample (Ex)

Juggernaut Sheep can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take 1d8+11 bludgeoning damage. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a Juggernaut Sheep’s trample attack is 21. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

+1 gore

A Juggernaut Sheep's gore functions as a +1 weapon, the bonuses are included in its stats above.

Crush (Ex)

A Juggernaut Sheep can fall down upon enemies of three size categories smaller than itself, using its whole body to crush them. Crush effects all creatures that the monster can fit inside it's square after moving. Creatures in the affected area suffer 2d6+10 damage, and must succeed on a DC 16 reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the Juggernaut Sheep moves off of them. If the Juggernaut Sheep chooses to maintain the pin, it must succeed at a cmobat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. The save DC is constitution-based.

Powerful Charge (Ex)

When a Juggernaut Sheep makes a charge, its gore attack deals 4d6+15 damage in addition to the normal benefits and hazards of a charge.

Bravery (Ex)

A Juggernaut Sheep gains a + 3 on will saves against fear.

Animal Traits

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions.

-Low-light vision.

-Animals breathe, eat, and sleep.

ECOLOGY
Environment: Cold Mountains

Organization: Herd (3-11)

Treasure: Incidental