Havocfang (CR 11)
Long-whiskered relative of the sabertusk indigenous to Cleigne. The havocfang is easily the most intimidating member of the sabertusk family by nature of its eerie appearance, hostile demeanor, and brute strength, it is said that the sound of its howl can drive a man to madness.
NE Large Magical Beast
Init +9; Senses Darkvision 60 ft., low-light vision, scent; Perception +24
AC 26, touch 14; flat-footed 21 (+5 dex, +12 natural, -1 size)
hp 168 (16d10+80), fast healing 12;
Fort +15, Ref +15, Will +12
Immune fear, poison, and sap; Resist Fire 10, Holy 10
Speed 40 ft.
Melee 2 Claws +22 (1d8+7 plus trip and grab), Gore +23 (2d8+7)
Space 10 ft.; Reach 10 ft. (15 ft. for Gore)
Special Attacks Eerie Howl, Fearful Bay, Impaled Pounce, Rake (2 claws +22, 1d8+7), Throat-Rip
Str 24, Dex 20, Con 20, Int 5, Wis 20, Cha 8
Base Atk +16; CMB +24 (+28 grapple); CMD 39 (43 vs. trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Stand Still, Steady Engagement, Vital Strike, Weapon Focus (Gore)
Skills Acrobatics +21, Perception +24, Stealth +21, Swim +25; Racial Modifiers +4 Perception, +4 Survival when tracking by scent
Eerie Howl (Su)
3/day, a havocfang can emit a loud, piercing howl within a 10-ft.-radius. Creatures within the area of effect are inflicted with Disable status (Fortitude save DC 20 to negate) for 1d4 rounds. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).
Fearful Bay (Su)
1/day, a havocfang can emit a howl within a 300-ft.-radius. Creatures within the area of effect are inflicted with Panicked status effect expect for evil outsiders (Will save DC 19 to negate) for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same spell for 24 hours. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Impaled Pounce (Ex)
An havocfang can make a full attack (including its rake attack) when it makes a charge attack, he also deals double damage with his tusks.
As a full-round action, a havocfang can deliver a coup de grace against a helpless opponent. If the victim survives the attack, he must succeed on a Fortitude save (DC 10 + half of damage dealt from gore) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.