Celestial Bison CR 3
Always NG Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +7, Spot +5
Languages —
AC 13 (−1 size, +4 natural), touch 9, flat-footed 13
hp 5d8+15 (37 hp); DR 5/magic
Fort Ref Will
Speed 40 ft. (8 squares)
Space/Reach 10 ft./5 ft.
Base Atk +3; Grp +13
Melee gore ()
Attack Options Stampede, Smite evil
SQ darkvision 60 ft., Low-light vision, scent, resistance to acid 5, cold 5, and electricity 5, SR 10
Abilities Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4
Feats Alertness, Endurance
Skills Listen +7, Spot +5
Advancement 6–7 HD (Large)
Environment Any good-aligned plane
Organization Solitary or herd (6–30)
Treasure None
Summon Monster: Summon Monster III
Smite Evil (Su): Once per day, this creature can make a normal melee attack to deal +5 extra damage against an evil foe.
Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.
Celestial template: Applied to the base creature (see Celestial Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting.
Open Game Content · Monster entry · Celestial Creature · Summon Monster III.