Fiendish Awakened Cow
E Large Magical Beast (Extraplanar)
Darkvision 60-ft, low light vision, scent; Listen +9, Spot +8
Common, Infernal, Ignan, Orc
13 (-1 size, +4 natural), touch 9, flat-footed 13
53 (7 HD); DR 5/magic
Cold 5, fire 5
40-ft (8 sq)
Gore +10 melee (1d8+9)
Stampede, smite good
Str 22, Dex 10, Con 16, Int 16, Wis 11, Cha 6
Alertness, Endurance, Power Attack
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.
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.