Encounters: Dales, Cormyr, Sembia - Plains
Loxo (CR 2)
Large Monstrous Humanoid
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +5
Languages: Loxo, Common
AC: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Hit Dice: 5d8+5 (27 hp)
Fort +4, Ref +5, Will +4
Speed: 30 ft.
Space: 5 ft./10 ft.
Base Attack +5; Grapple +13
Attack: Huge morningstar +8 melee and 2 slams +3 melee, or 2 slams +8 melee, or Large javelin +5 ranged
Full Attack: Huge morningstar +8 melee and 2 slams +3 melee, or 2 slams +8 melee, or Large javelin +5 ranged
Damage: Huge morningstar 2d8+6, slam 1d6+2 (secondary) or 1d6+4 (primary), or Large javelin 1d8+4
Special Attacks: Berserk rage, trample 1d8+6
Climate/Terrain: Warm plain
Organization: Solitary, pair, company (3-5), or herd (20-40 plus 20% noncombatants plus 1-4 2nd-level rangers, 1 2nd-level wizard, and 1 3rd-5th level ranger)
Source: Monster Manual II
Berserk Rage (Ex): A loxo that sees a clan member killed or incapacitated enters a berserk rage. For 6 rounds the loxo gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class. The following changes are in effect as long as the berserk rage lasts: HD 5d10+15 (37 hp); AC 12, touch 8, flat-footed 11; Ark +10 melee (2d8+9, Huge morningstar) and +5 melee (2d6+3, 2 slams), or +10 melee (1d6+6, 2 slams), or +5 melee (1d8+6, large javelin); SA trample 1d8+9 (DC 18); SV Fort +4, Ref +5, Will +6; Str 23, Con 17; Climb +8. After the berserk rage ends, the loxo is fatigued (-2 penalty to Strength, -2 penalty to Constitution, can't charge or run) until the end of the encounter.
Trample (Ex): As a standard action during its turn each round, a loxo can trample Medium-size or smaller opponents. This attack deals 1d8+6 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 16) for half damage.
Loxos prefer melee to ranged combat, and they use thrown weapons only when they can't close with enemies. If a herd is threatened, the adult male loxos charge intruders while the females move the young to a defensible location. Once the young are secure, the males make a fighting return toward the females, so that they too can join the melee.