Shade
Monster Junkie
Here's a mockup...
Astrapotherium
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+14
Attack: Gore +9 melee (1d8+6)
Full Attack: Gore +9 melee (1d8+6) and 2 stamps +4 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 23, Dex 10, Con 19, Int 2, Wis 13, Cha 4
Skills: Jump +6, Listen +8, Spot +7, Swim +10
Feats: Alertness, Endurance, 1 more
Environment: Temperate and warm forests
Organization: Solitary or herd (2–12)
Challenge Rating: x
Treasure: None
Alignment: Always neutral
Advancement: x
Level Adjustment: —
Hold Breath (Ex): An astrapotherium can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills: Astrapotheriums have a +4 racial bonus on Swim checks.
Astrapotherium
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+14
Attack: Gore +9 melee (1d8+6)
Full Attack: Gore +9 melee (1d8+6) and 2 stamps +4 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 23, Dex 10, Con 19, Int 2, Wis 13, Cha 4
Skills: Jump +6, Listen +8, Spot +7, Swim +10
Feats: Alertness, Endurance, 1 more
Environment: Temperate and warm forests
Organization: Solitary or herd (2–12)
Challenge Rating: x
Treasure: None
Alignment: Always neutral
Advancement: x
Level Adjustment: —
Hold Breath (Ex): An astrapotherium can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills: Astrapotheriums have a +4 racial bonus on Swim checks.