This shining metallic ram leaps nimbly through the wilderness.
XP 9,600 DEFENSE
AC 26, touch 8, flat-footed 25 (+4 armor, -2 Dex, +14 natural, -1 size, +1 dodge) OFFENSE
Speed 50 ft., climb 50 ft.; spider climb, water walk TACTICSDuring Combat When PCs encounter the Golden Ram and it becomes aware of their presence, it has a 50% chance to attack or flee. If it is damaged by a PC before it takes its action, it always chooses to attack. The Golden Ram opens with a trample through the densest grouping of enemies, then turns to use its breath weapon against those it trampled in the previous round. After that, it gores with its horns, using its breath weapon as it is able. Morale The Golden Ram attempts to flee when reduced to less than 25 hit points using spider climb and water walk to throw off pursuit. STATISTICS
Str 26, Dex 6, Con 26, Int 4, Wis 26, Cha 26 SPECIAL ABILITIESBreath Weapon (Su)The Golden Ram can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 22 Fortitude save to resist the effects, but those who fail the save are immediately petrified to gold. This petrification is temporary—each round, a petrified creature can attempt a new DC 22 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the Golden Ram's breath weapon a second time while petrified. A creature exposed to the Golden Ram's breath a second time while already petrified can no longer attempt to make additional Fortitude saves to recover naturally and must instead wait 24 hours, at which time it will revert to normal (unless break enchantment or stone to flesh is used to free the victim before then). The save DC is Constitution-based. Light Fortification (Ex)Whenever a sneak attack or critical hit is scored against the Golden Ram, there is a 25% chance the extra damage is negated. Spell-Enhanced (Sp)This creature has several magical spell effects woven into it’s armor plates, enhancing the beast with the following effects (all at CL 20th): freedom of movement, haste, mage armor, mind blank, protection from spells, spider climb, and water walk. If a spell effect is dispelled, it is only suppressed for 1d4 rounds before it reactivates. |