Tusked Behemoth (CR 14)

Gargantuan Magical Beast
Alignment: Always neutral
Initiative: +0; Senses: darkvision 60 ft., low-light vision, scent, Listen +9, and Spot +9


AC: 21 (-4 size, +15 natural), touch 6, flat-footed 21
Hit Dice: 20d10+160 (270 hp); DR: 5/-
Fort +22, Ref +12, Will +9
Speed: 40 ft.
Space: 20 ft./15 ft.
Base Attack +20; Grapple +45
Attack: Gore +24 melee*
Full Attack: Gore +24 melee* and bite +19 melee* and 2 slams +19 melee* (*Includes adjustments for Power Attack feat)
Damage: Gore 3d8+18*, bite 2d8+11*, 2 slams 2d6+11* (*Includes adjustments for Power Attack feat.)
Special Attacks/Actions: Frightful presence, trample 4d6+19
Abilities: Str 37, Dex 10, Con 27, Int 3, Wis 13, Cha 13
Special Qualities:
Feats: Endurance, Great Fortitude, Improved Natural Attack (gore), Improved Overrun, Iron Will, Power Attack, Run
Skills: Listen +9, Spot +9, and Survival +8
Advancement: 21-30 HD (Gargantuan)
Climate/Terrain: Warm deserts
Organization: Solitary or pair
Treasure/Possessions: None

Source: Heroes of Battle

Frightful Presence (Su): A tusked behemoth can inspire terror in all those within 30 feet when it is charging or trampling. Affected creatures must succeed on a DC 21 Will save or become shaken, remaining in that condition for 5d6 rounds. The save DC is Charisma-based.

Trample (Ex): Reflex DC 33 half. The save DC is Strength-based.

Carrying Capacity: A light load for a tusked behemoth is up to 16,640 pounds; a medium load, 16,641-33,280 pounds; and a heavy load, 33,281-49,920 pounds. A tusked behemoth can drag 249,600 pounds.

A tusked behemoth charges into battle and attempts to trample any creature in its path. A successful trample by one of these creatures is frightening to behold.

If forced to stand and fight, a tusked behemoth whips its head back and forth, goring enemies within 15 feet of any one of its four tusks while stomping on those unlucky enough to find themselves underneath the behemoth.

A tusked behemoth can fight while carrying numerous riders (often in a large siege tower built atop the behemoth). However, it takes at least two creatures to control a tusked behemoth, each of whom must succeed on a DC 15 Ride check (made as a full-round action) to control the creature.

A tusked behemoth normally attacks using its Power Attack feat, taking a -5 penalty on attack rolls and gaining a +5 bonus on damage rolls.