Quaraphon (CR 5)
Large Aberration
Alignment: Usually chaotic neutral
Initiative: +0; Senses: darkvision 60 ft., Listen +6, and Spot +6
Languages: Giant
AC: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Hit Dice: 9d8+54 (94 hp)
Fort +9, Ref +3, Will +8
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +15
Attack: Bite +7 melee*
Full Attack: Bite +7 melee* and 2 hooves +2 melee
Damage: Bite* 1d8+8, hooves* 1d6+5 (*Includes adjustments for Power Attack feat.)
Special Attacks/Actions: Deafening bellow
Abilities: Str 20, Dex 10, Con 22, Int 7, Wis 15, Cha 11
Special Qualities: -
Feats: Alertness; Cleave; Improved Natural Attack (bite); Power Attack
Skills: Intimidate +5, Jump +9, Listen +6, Spot +6, and Survival +5
Advancement: By character class
Climate/Terrain: Temperate plains
Organization: Solitary, pair, pack (3-6), gang (9-12), or herd (13-50 plus 100% noncombatants)
Treasure/Possessions: Standard
Source:
Monster Manual III
Deafening Bellow (Su): Once per day, a quaraphon can let loose a cacophony of noise from its two mouths. Any creature within 60 feet of the quaraphon takes 2d6 points of sonic damage and must make a DC 20 Fortitude save or be deafened for 1d6 rounds. The save DC is Constitution-based.
A quaraphon is an unsubtle combatant that relies on its brute strength to discourage any serious resistance. It first lets loose a deafening bellow before charging in on its victim.
A quaraphon normally attacks using its Power Attack feat, taking a -3 penalty on its attack rolls and gaining a +3 bonus on damage rolls.