Branta (CR 2)

Large Magical Beast (Cold)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +5, and Spot +5


AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Hit Dice: 3d10+9 (25 hp)
Fort +6, Ref +5, Will +2
Speed: 50 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +11
Attack: Gore +6 melee
Full Attack: Gore +6 melee and 2 hooves +1 melee
Damage: Gore 1d8+4, hooves 1d4+2
Special Attacks/Actions: Improved grab, toss
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 12, Cha 6
Special Qualities: immunity to cold, surefooted, vulnerability to fire
Feats: Alertness; Run
Skills: Balance +2 (+6 in ice or snow), Jump +14, Listen +5, and Spot +5
Advancement: 4-6 HD (Large)
Climate/Terrain: Cold forests
Organization: Solitary, pair, or hala (3-8)
Treasure/Possessions: None

Source: Frostburn

Improved Grab (Ex): To use this ability, the branta must hit a Medium or smaller foe with a gore attack. If it gets a hold, it tosses its opponent.

Toss (Ex): Brantas vigorously shake any creature caught in their horns and fling it in a random direction. Resolve the toss as a bull rush maneuver (+8 check modifier), except that there is no attack of opportunity, since the branta has already grabbed its foe when it tries to toss the victim. The branta does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the branta's Strength check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

Scent (Ex): A branta can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

Surefooted (Ex): Brantas ignore all movement penalties associated with snow on the ground. They also receive a +4 racial bonus on Balance checks when walking on ice or snow.

Brantas spring into flight at any sign of approaching peril, but if they see no clear route of escape, they rear, skid into a tight turn, and lower their heads to charge.

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.