A rampaging bull with quadhorns which sometimes breathes fire and shoots fire balls. Its gore is powerful and it is also heavily armored.
Grendel (CR 11)
XP 12,800
N Large Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC 24, touch 11; flat-footed 22 (+2 dex, +13 natural, -1 size)
hp 184 [256] (16d10+96)
Fort +15, Ref +12, Will +8
DR 5/-; Resist Fire 10
OFFENSE
Speed 30 ft.
Melee 2 Claws +23 (1d6+8), Gore +24 (3d6+8)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fireball, Fire Breath (20-ft.-cone, 10d6 fire damage, Reflex DC 23 half, usable every 1d4 rounds)
STATISTICS
Str 26, Dex 14, Con 20, Int 6, Wis 12, Cha 8
Base Atk +16; CMB +25 (+27 overrun); CMD 37 (39 vs. overrun, 41 vs. trip)
Feats Charge Through, Improved Natural Attack (Gore) x2, Improved Overrun, Iron Will, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +9, Climb +12, Perception +11, Survival +5
SPECIAL ABILITIES
Impale (Ex)
When charging, a grendel deals double damage with horns.
Fireball (Su)
A grendel generates a searing explosion of flame that detonates with a low roar within 1040 ft. and deals 5d8 points of fire damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex save (DC 19) to take half damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).