Gathra

Large Magical Beast (Extraplanar)
Hit Dice: 9d10+72 (121 hp)
Initiative: −1
Speed: 40 ft. (8 squares)
Armor Class: 22 (−1 size, −1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +9/+21
Attack: Gore +16 melee (1d10+8)
Full Attack: Gore +16 melee (1d10+8) and 2 hooves +11 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bellow, trample 2d6+8 (DC 20)
Special Qualities: Darkvision 60 ft., low-light vision, outsider traits
Saves: Fort +14, Ref +5, Will +6
Abilities: Str 27, Dex 9, Con 26, Int 4, Wis 17, Cha 16
Skills: Hide −5, Listen +7, Spot +7, Survival +7
Feats: Cleave, Great Cleave, Improved Bull Rush, Power Attack
Environment: Any land and underground (Nine Hells)
Organization: Solitary, pair, or herd (6–12)
Challenge Rating: 10
Treasure: None
Alignment: Always lawful evil
Advancement: 10–16 HD (Huge); 17–27 HD (Gargantuan)
Level Adjustment:

Gathras are powerful and dangerous animals that wander the scorched plains of Avernus, one of the layers of the Nine Hells. Although they look like herd animals, gathras are actually predators that hunt down and devour any animal unlucky enough to be caught in the open.

A gathra looks like a horrid blend of boar and bull. It is heavily muscled, with stubby legs that can propel it at great speed Two enormous tusks jut from its fang-filled mouth, and it constantly drools a foul-smelling spittle, The eyes of a gathra glow with a dim red light that becomes brighter when the beast is angered.

Demons and other evil creatures commonly round up gathras to use them as powerful mounts. The beasts are stubborn and unpredictable creatures that require constant discipline and domination to be kept in line.

Combat

Gathras are unsubtle beasts that charge into battle at the first opportunity. They typically bellow before charging, and then trample over their cowering opponent. Gathras that are used as mounts usually have thick armor to improve their already impressive defenses.

Bellow (Sp): Three times per day, a gathra can let out a terrifying bellow. Everyone within 30 feet must make a Will save (DC 15) or be affected as if by fear as cast by a 9th-level wizard.

Source: Fiend Folio, page 80. Changes applied as per the D&D® v.3.5 Accessory Update.