Hellcow
Fiendish Awakened Cow
E Large Magical Beast (Extraplanar)
Init +0;
Senses Darkvision 60-ft, low light vision, scent; Listen +9, Spot +8
Languages Common, Infernal, Ignan, Orc
AC 13 (-1 size, +4 natural), touch 9, flat-footed 13
hp 53 (7 HD); DR 5/magic
SR 10
Resist Cold 5, fire 5
Fort +8,
Ref +5,
Will +2
Speed 40-ft (8 sq)
Melee Gore +10 melee (1d8+9)
Space/Reach 10-ft/5-ft
Base Atk +5;
Grp +15
Atk Options Stampede, smite good
Abilities Str 22, Dex 10, Con 16, Int 16, Wis 11, Cha 6
Feats Alertness, Endurance, Power Attack
Skills Listen +9, Spot +8, Survival +4, Swim +7
Smite Good (Su): Once per day the hellcow can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Stampede (Ex): A frightened herd of hellcows 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 hellcows in the herd (Reflex DC 18 half). The save DC is Strength-based.
A hellcow's gore attack is considered a magic weapon for the purpose of overcoming damage reduction.