Large Magical Beast Hit Dice: 8d10+24 (68 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 50 ft., fly 150 ft. (good) AC: 16 (-1 size, +2 Dex, +5 natural) Attacks: 2 hooves +8 melee, antlers +3 melee Damage: Hooves 1d6+3, antlers 1d8+1 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Charge 5d6+6, spell-like abilities Special Qualities: Cold immunity, trackless step, darkvision Saves: Fort +9, Ref +4, Will +8 Abilities: Str 18, Dex 15, Con 17, Int 11, Wis 14, Cha 9 Skills: Balance +15, Bluff +6, Hide +12, Intuit Direction +14, Listen +11, Move Silently +16, Sense Motive +5, Spot +10, Wilderness Lore +9 Feats: Improved InitiativeClimate/Terrain: Snowy and urban areas Organization: Usually pack (8) Challenge Rating: 6 Treasure: None Alignment: Usually neutral good
Charge (Ex): A reindeer rarely enters battle, but when it does so it charges at its opponent, lowering its head to bring its mighty antlers into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 5d6+6 points of damage.
Spell-like abilities: At will: teleport without error as cast by a 15th level sorcerer.
Cold Immunity (Ex): Reindeer are immune to all cold effects and spells.
Trackless step (Ex): Reindeer leave no trail in natural surroundings and cannot be tracked.
Darkvision (Ex): Reindeer can see in the dark up to 60 feet.
Rudolph, the Red-Nosed
As reindeer, except:
Saves: Fort +9, Ref +5, Will +9 Abilities: Str 18, Dex 17, Con 17, Int 13, Wis 16, Cha 6 Skills: Balance +16, Hide +14, Intuit Direction +18, Listen +9, Move Silently +14, Spot +10, Wilderness Lore +17 Feats: Brew Potion, Improved Initiative, Track Challenge Rating: 8
Spell-like abilities: At will: find the path, light, locate object, obscuring mist, prismatic spray, see invisible, teleport without error. These spells are as the spells cast by a 15th level sorcerer.