AC 22, touch 11, flat-footed 20; improved uncanny dodge
hp 126 (12 HD)
Fort +12, Ref +9, Will +8
Spd 30 ft. (6 squares)
Melee +1 morningstar +20/+15/+10 (2d6+9) and gore +14 (1d8+8) or gore +19 (1d8+8) or +1 morningstar +20/+15/+10 (2d6+9)
Space 10 ft.; Reach 10 ft.
Base Atk +12 Grp +24
Atk Options Power Attack
Special Atk powerful charge, rage 2/day
Abilities Str 27, Dex 14, Con 20, Int 9, Wis 13, Cha 9
SQ natural cunning, fast movement, trap sense +2
Feats Alertness, Blind-Fight, Cleave, Power Attack, Track
Skills Concentration +6, Intimidate +4, Jump +18, Listen +9, Search +7, Spot +10, Survival +2
Possessions +1 buckler, +1 hide, +1 morningstar, 3 gp, 13 sp, 8 cp
Powerful Charge (Ex): The champion typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the champion to make a single normal gore attack that deals 4d6+12 points of damage.
Rage (Ex): The following changes are in effect as long as The champion rages:
- AC 20, touch 9, flat 18
- hp 150 (12 HD)
- Fort +14, Will +10
- Melee +1 morningstar +22/+17/+12 (2d6+11) and gore +16 (1d8+10) or gore +21 (1d8+10) or +1 morningstar +22/+17/+12 (2d6+11)
- Base Atk +12 Grp +26
- Abilities Str 31, Con 24
- Skills Jump +20
His fit of rage lasts for 10 rounds, though he may voluntarily end it prematurely. After raging, he is fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of that encounter. The champion can fly into a rage only once per encounter and only two times per day. Entering a rage takes no time by itself, but the champion can do it only during his action, not in response to someone else's action.
Natural Cunning (Ex): The champion possesses innate cunning and logical ability. This gives him immunity to maze spells, prevents him from ever becoming lost, and enables him to track enemies. Further, he is never caught flat-footed.
Scent (Ex): The champion can track creatures by scent.
Improved Uncanny Dodge (Ex): The champion retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. The champion cannot be flanked. This defense denies a rogue the ability to sneak attack the champion by flanking him, unless the attacker has at least 10 rogue levels.
Trap Sense (Ex): The champion has a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps.