Cervine Protector CR 6
Speed 40 ft.
Melee gore +14 (1d8+6 plus push), 2 hooves +8 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks push (gore, 10 ft.), trample (1d6+9, DC 20)
Spell-Like Abilities (CL 8th; concentration +8)
Str 22, Dex 15, Con 18, Int 12, Wis 13, Cha 11
Base Atk +8; CMB +15 (+17 bull rush); CMD 27 (29 vs. bull rush, 31 vs. trip)
Feats Improved Bull Rush, Iron Will, Power Attack, Weapon Focus (gore)
Skills Acrobatics +9 (+13 when jumping), Handle Animal +11, Intimidate +8, Knowledge (nature) +12, Perception +12, Sense Motive +12, Stealth +5 (+13 in forests), Survival +12; Racial Modifiers +8 Stealth in forests
Languages Celestial, Draconic, Druidic, Infernal; speak with animals
SQ fertile regeneration
Fertile Regeneration (Su)
Once per day, if the cervine protector is in the area of a plant growth spell used to generate overgrowth at the time the spell is cast, it gains fast healing 5 for 10 minutes. The cervine protector maintains the fast healing even if it leaves the affected area. This effect ends immediately if the cervine protector is in the area of a diminish plants spell used to prune growth.
Environment any (Heaven)
Organization single, solitary, or bulwark (3–6)
Pathfinder Campaign Setting: Heaven Unleashed © 2016, Paizo Inc.; Authors: Judy Bauer, Crystal Frasier, Jim Groves, Amanda Hamon Kunz, Jenny Jarzabski, Jason Keeley, Luis Loza, Ron Lundeen, and Jessica Price.