Kuldurath

Large Magical Beast (Extraplanar)
Hit Dice: 9d10+36 (85 hp)
Initiative: +0
Speed: 40 ft. (8 squares) (full plate barding), base 60 ft., climb 30 ft
Armor Class: 25 (−1 size, +10 full plate barding +2, +6 natural), touch 9, flat-footed 25
Base Attack/Grapple: +9/+18
Attack: Gore +13 melee (2d6+5)
Full Attack: Gore +13 melee (2d6+5) and armor spikes +8 melee (2d8+2) and 2 kicks +8 melee (2d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Charge, electricity aura, trample 2d6+5 (DC 19)
Special Qualities: Darkvision 60 ft., immunity to electricity and mind-affecting effects, low-light vision, share defenses
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 21, Dex 10, Con 19, Int 5, Wis 14, Cha 10
Skills: Climb +17, Intimidate +4, Jump +9; racial bonuses
Feats: Combat Reflexes, Endurance, Power Attack, Run
Environment: Any plains or hills (Outlands)
Organization: Solitary, pair, or herd (5–20)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 1024 HD (Huge), 25–27 HD (Gargantuan)
Level Adjustment:

The hulking kuldurath is commonly seen serving as a mount for ferrumach rilmani.

A kuldurath measures nearly 14 feet long, is 8 feet high at the shoulder, and weighs as much as 7,500 pounds. It is similar in shape to a rhinoceros, except its legs are longer and more muscular and it lacks the rhino’s horn; in place of this is a pair of huge, razor-sharp tusks. The hind legs of a kuldurath are much more muscular and limber than its front legs, allowing it to jump and kick with great power. A running kuldurath looks similar to a running rabbit, although it is much more menacing. The creatures are covered with iron-gray scales, and most kulduraths also wear +2 full plate barding.

Kulduraths understand Sylvan but do not speak any languages.

Combat

Kulduraths fiercely protect their herds against attacks, but they are not territorial and do not mind friendly or ambivalent creatures in their midst. When mounted, a kuldurath can be a formidable opponent. A kuldurath being ridden by a ferrumach rilmani uses its Intimidate skill modifier to aid the ferrumach’s Intimidate checks, as needed.

Charge (Ex): A kuldurath typically begins a battle by charging at its opponent. In addition to the normal benefits and hazards of a charge, this tactic allows the kuldurath to deal double damage with a successful gore attack.

Electricity Aura (Su): Three times per day as a free action, a kuldurath can emit a powerful aura of electricity that lasts for 1 minute (10 rounds). All creatures within 30 feet must make a Reflex save (DC 18) each round or take 2d6 points of electricity damage.

Share Defenses (Su): A kuldurath automatically gains the benefits of its rider’s damage reduction and energy resistances, as well as any spell effects with a range of personal.

Skills: Kulduraths have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Source: Fiend Folio, page 116. Changes applied as per the D&D® v.3.5 Accessory Update. Added “that lasts for 1 minute (10 rounds)” to the end of the first sentence in the Electricity Aura entry. The words “each round” in the second sentence implied a duration that was not given, so one was contrived.