Golden Ram

This shining metallic ram leaps nimbly through the wilderness.

The Golden Ram CR 10

XP 9,600
Elite gold-clad gorgon
N Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +17

DEFENSE

AC 26, touch 8, flat-footed 25 (+4 armor, -2 Dex, +14 natural, -1 size, +1 dodge)
hp 108 (8d10+64)
Fort +14, Ref +5, Will +5; +8 vs. spells and spell-like effects
Defensive Abilities freedom of movement, light fortification; Immune mind-affecting effects; Resist fire 10
Weaknesses vulnerability to electricity

OFFENSE

Speed 50 ft., climb 50 ft.; spider climb, water walk
Melee gore +16 (3d8+8), 2 hooves +11 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-foot cone, turn to gold, Fortitude DC 22 negates), trample (3d8+12, DC 22)

TACTICS

During 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
Base Atk +8; CMB +17; CMD 36 (42 vs. trip)
Feats Improved Initiative, Improved Natural Attack (gore), Power Attack, Skill Focus (Perception)
Skills Acrobatics -6, Climb +12, Escape Artist -6, Perception +17, Sleight of Hand -6, Stealth -10, Swim +4
Languages Terran (cannot speak)
SQ spell-enhanced

SPECIAL ABILITIES

Breath 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.

ECOLOGY

Environment islands
Organization solitary
Treasure incidental

The Golden Ram is an ageless, eternal magical beast created long ago to serve as a great challenge to those guests who wanted to try their skill at the hunt. The creature is a gorgon whose armor plates have been transmuted to gold and whose body has been infused with numerous magical effects and powers.

Creatures that succumb to it’s breath weapon turn not to stone but to gold, although this condition is only temporary and such victims revert to normal after 24 hours (unless break enchantment or stone to flesh is used to free the victim before then) — a rude surprise to ruthless PCs who cut up a golden companion to make for easier transport.

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