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Zebrocerous
Huge Magical Beast
Hit Dice: 13d10+104 (175 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 23 (-2 Size, +15 Natural), touch 8, flat-footed 23
Base Attack/Grapple: +13/+33
Attack: Gore +23 melee (2d8+18)
Full Attack: Gore +23 melee (2d8+18)
Space/Reach: 15 ft./10 ft.
Special Attacks: RAAAAAHHH!
Special Qualities: Dark Vision, Unusually Good at Hiding
Saves: Fort +16, Ref +8, Will +6
Abilities: Str 34, Dex 10, Con 26, Int 4, Wis 14, Cha 14
Skills: Hide +5, Listen +12, Spot +12
Feats: Alertness, Endurance, Improved Initiative, Run, Skill Focus: Hide
Environment: Warm Plains
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always Chaotic Neutral
Advancement:
Level Adjustment: ---
"Bert?"
"Yeah Abner?"
"I quit. Screw this."
"Just exhale slowly Abner."
Unlike many magical follow ups to abominations like the Owlbear, the Zebrocerous actually worked. It's tough, it's quick, and it's mean. It was also manageable enough to keep as a guard beast. They're quite popular with warm weather dwelling Warlords, madmen, and freaks of all kinds.
RAAAAAHHH! (Su): When making a Charge Attack the Zebrocerous does 4d8+24. All attacks made against it that round have a 50% miss chance due to it's outline breaking up.
Unusually Good at Hiding (Su): Even at rest Zebrocerous are hard to hit from range. They have a +2 Deflection Bonus to AC against ranged attacks, and get a +2 Racial Bonus on Saving Throws if the ranged attack is magical. They also get a +10 Racial Bonus to Hide Checks. Which is creepy because they aren't very quiet...
Combat: Zebrocerous tend to do the usual Rhino thing: charge, repeatedly gore, if maybe opponent falls down step on him a lot.