Heh, don't ask me why...
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Speed: 50 ft. (10 squares)
Armor Class: 15 (+2 dex, +4 natural, -1 size), touch 11, flat-footed 13; 12 (+1 deflecion, +2 dex, -1 size), touch 12, flat-footed 10
Base Attack/Grapple: +6/+16
Attack: Hoof +11 melee (1d8+9); incorporeal hoof +8 melee (1d8 )
Full Attack: 2 hooves +11 melee (1d8+9) and slam +6 melee (1d8+4); 2 incorporeal hooves +11 melee (1d8) and incorporeal slam +6 melee (1d8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Low of lunacy, mad charge
Special Qualities: Blue cheese, damage reduction 5/magic and silver, darkvision 60 ft., low-light vision, moonrise, scent
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 22, Dex 14, Con 16, Int 2, Wis 15, Cha 12
Skills: Intimidate +7, Listen +8, Spot +7
Feats: Alertness, Improved Overrun, Power Attack
Environment: Temperate Plains or Plane of Faerie
Organization: Solitary or herd (6-30 normal cows)
Challenge Rating: 4
Alignment: Always Neutral
Advancement: 7-10 HD (Large)
Level Adjustment: -
Creatures of faerie are known for their fascination with the moon, growing bold and playful amongst field and forest. However, when mortals come and their cattle begin to roam and graze the verdant lands the natives grow annoyed and play pranks with the newcomers. One such is the blue heifer, a calf born in the light of a full moon within early spring.
Reguardless of their breed they are always beautiful heifers of a pure white hide with nocturnally large blue eyes. Unnaturally lithe and possessed of a devious mind, a blue hiefer is almost impossible to keep fenced in. Few ever know when a blue heifer escapes, for it is only at night that they awake, sleeping the entire day away in the most shaded area possible. During the day a blue heifer is irritable and bad tempered, attacking anyone who disturbs its sleep. While on its its midnight hikes however its as sweet a beast as can be imagined, and the fey often come to dance about the cow, refreshing themselves with the milk that it will never give her master. As well, blue heifers never give birth, attacking and chasing away any interested bulls.
On the three nights when the moon is most full the strangeness of the bovine comes to fruition as it becomes as unsubstantial as a breeze and lighter than a bird. Taking on the bluish glow of moonbeams it prances into the air, sweeping and swooping and filling the night with an eerie lowing.
These blue heifers are often stolen away shortly before they would die of old age to live an immortal life within the Plane of Faerie.
A blue heifer is roughlythe same size as a normal cow, though slightly lighter. Though they can speak no language, a blue heifer can understand sylvan.
A blue heifer attempts to charge any creature who threatens it. It will also rear up like a horse to pummel with its hooves. A blue heifer's natural attacks are considered magical and silvered for the purpose of overcoming damage reduction.
Blue Cheese (Ex):
The milk of a blue heifer is poisonous to any non-fey creatures. A glass deals 1d4 constitution damage, and 1d4 secondary wisdom damage (DC 14 fort save negates). Cheese made from this milk has streaks of blue running through it. The eating of this cheese invariably causes permanent Insanity (DC 14 fort save negates).
Low of Lunacy (Su):
Once per minute a blue heifer can let out a horrible cry that deals 1d4 wisdom damage and causes Confusion for 1 round per point of wisdom damage to all those within 60 feet. Rounds of confusion caused from multiple lowings stack. A successful DC 14 Will save halves the damage (minimum 1) and does not cause confusion. If the wisdom score is lowered to 0 this ability damage becomes ability drain. This is a sonic, mind-affecting effect. The save DC is Charisma-based.
Mad Charge (Ex):
As a full round action a blue heifer may charge, making an overrun attack to every creature in a square the heifer passes through. If the victim is knocked prone the heifer deals damage equal to its slam attack.
Upon the rise of full moon, plus the day before and after, a blue heifer gains a fly speed of 50 feet (perfect) and the incorporeal subtype.
An incorporeal creature is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
A blue heifer gains a +4 racial bonus on Intimidate checks.