Yippie yi ohhhh, yippie yi yaaaaay...
Huge Magical Beast (extraplanar)
Hit Dice: 12d10+96 (162 hp)
Speed: Fly (See 'One Step Ahead') (average)
Armor Class: 22 (+2 dex, +12 natural, -2 size), touch 10, flat-footed 20; or 13 (+2 dex, +3 deflection, -2 size), touch 13, flat-footed 11
Base Attack/Grapple: +12/+30
Attack: Gore +20 melee (3d6+15); or incorporeal gore +12 melee touch or +20 melee against incorporeal foes (3d6 nonlethal or 3d6+15 against incorporeal foes)
Full Attack: Gore +20 melee (3d6+15); or incorporeal gore +12 melee touch or +20 melee against incorporeal foes (3d6 nonlethal or 3d6+15 against incorporeal foes)
Space/Reach: 15 ft./10 ft.
Special Attacks: Brand of hell, ferocity, hell's veil, stampede, stormbred
Special Qualities: Darkvision 100 ft., low-light vision, one step ahead, resistance to electricity and fire 15
Saves: Fort +16, Ref +10, Will +8
Abilities: Str 31, Dex 14, Con 26, Int 5, Wis 14, Cha 17
Skills: Intimidate +10, Listen +8, Spot +10
Feats: Diehard, Endurance, Improved Overrun, Iron Will, Power Attack
Environment: Any lower plane or aerial
Organization: Solitary or Devil's Herd (6Ė30 devil's kine plus 6-100 1st-level ghost commoners and 1-20 5th level ghost commoners. Each rider sits upon a fiendish light horse ghost, bypassing normal rules for the template)
Challenge Rating: 12
Alignment: Usually lawful evil
Advancement: 13-30 HD (Huge)
Level Adjustment: -
Those of a devil's herd appear as monsterously huge cattle of pitch black fur covering over mountainous muscles. Their eyes are red and flicker like liquid fire. Great curved horns protrude from each side of the head, black as pitch and shiney, with ends sharper than a razor. Their hooves come to sharp points which appear to be made of steel. On the back haunches of the cattle an evil symbol blazes forth in eternally burning fire, the brand of Hell.
The devil's herd is a punishment inflicted on men of field or farm whom gave themselves to neither good or evil, but had too many unsavory leanings and possessed of too many past misdeeds to escape the pull of the hells. As thus their souls were not to suffer agonizing torture, nor to be absorbed within the nature of the lower planes, but instead condemmed to an eternity of exhaustive toil and sweat. They must forever try to catch the devil's herd across the endless skies.
A devil's herd speaks common and infernal. The kine stand more than 12 feet tall at the shoulder and are 16 to 20 feet long. They weigh between 8,000 and 12,000 lbs.
A devil's kine, though more than eager to do battle, tend to keep to their task of leading on those behind them. However, if one of the horseman attempt to cease the chase the herd turns to persue, mowing him down mercilessly.
Brand of Hell (Su):
Each devil's kine has its own brand to show which devil lord or group of demons have dominion over the herd. Good aligned creatures that touch a devil's kine marked by a brand with a natural weapon automatically take 2d6 fire damage per round, and neutral creatures 1d6.
The herd must obey any command given them by the lord as if Dominated. A devil's kine is otherwise completely immune to compulsions.
A devil's herd kine is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Hell's Veil (Su):
A devil's herd may become invisible and incorporeal at will, automatically gaining one state with the other. They gain the incorporeal subtype and can only be harmed by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. They have a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. They can pass through solid objects, but not force effects, at will. Their attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal herd always moves silently and cannot be heard with Listen checks if they donít wish to be.
A devil's herd can allow individual Neutral or Evil aligned beings to see them while still being unseen by others. These individuals that are specially picked to be seen must succeed on a DC 19 will save or be shaken for the duration of the herd's presence. The save DC increases by 2 for each five kine in the herd.
This ability is subject to the invisibility purge spell and similiar abilities, though once out of range or the affect has worn off they may become invisible once again.
One Step Ahead (Su):
A devil's herd kine always flies up to ten feet faster than those chasing them. This does not disallow one from transporting within their midst however.
A devil's herd literally runs over anything of Huge size or smaller that gets in their way, dealing 3d12 points of damage for each five kine in the herd (Reflex DC 26 half). The save DC is Strength-based.
A devil's herd with 10 or more kine automatically produce horrible storms by their mere presence. This acts as the Control Weather spell, with the herd appearing just as the storm has built up.
A devil's kine gains a +6 racial bonus on intimidate checks.