A single wicked horn grows from the forehead of this stocky, oryx-like creature.
Karkadann CR 4
XP 1,200
N Large magical beast
Init +2; Senses darkvision 60 ft., detect evil, detect good, low-light vision, scent; Perception +10
Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +6
Immune disease, poison; Resist fire 5
Offense
Speed 50 ft.
Melee gore +8 (1d8+4), 2 hooves +6 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8)
Spell-Like Abilities (CL 9th; concentration +14)
Constant—detect evil, detect good
3/day—cause fear (DC 16)
1/day—dimension door, neutralize poison (DC 19)
Statistics
Str 18, Dex 15, Con 16, Int 11, Wis 17, Cha 20
Base Atk +5; CMB +10; CMD 22 (26 vs. trip)
Feats Iron Will, Multiattack, Power Attack
Skills Acrobatics +9, Perception +10, Survival +5
Languages Common
SQ magical strike, sure-footed
Ecology
Environment warm deserts
Organization solitary, pair, or bristle (3-6)
Treasure none
Special Abilities
Magical Strike (Ex) A karkadann's gore attack is treated as a magic cold iron weapon for the purpose of overcoming damage reduction.
Sure-Footed (Ex) A karkadann takes no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain.
Karkadanns roam the barren and wind-swept deserts of the world where their deep bellows can be heard for miles. Their solitary horns have led many to assume that they are a breed or variant of unicorn, but karkadanns bristle at that claim.
Known for their aggression and physical power, karkadanns are proud warriors that rarely back down from a fight. They readily charge into combat, seeking to impale their foes on their wicked horns. Legend says that the only thing that can calm an enraged karkadann is the song of a ring dove.
Some desert travelers seek out karkadanns because of their mystical ability to purge a creature of toxins. Many a traveler stung by a giant scorpion or bitten by a viper hopes for nothing more than to come across a karkadann. This treatment isn't granted lightly. Karkadanns are narcissistic and self-serving, so they often demand outlandish favors in return for curing a poisoned creature. They size up what the person can reliably pay and demand just a bit more. Some alchemists, however, have learned that the ability to purge poisons isn't just supernatural, and that some part of that power lies within the karkadann's devious horn.
A karkadann's horn is a potent ingredient in treating most poisons. When combined with rare herbs and minerals worth 100 gp, a karkadann horn can be used as an additional material component when casting neutralize poison to grant the caster a +5 competence bonus on her caster level checks to end the poisons' effects. When using karkadann horn as an ingredient while making a Heal check to treat poison, the user gains a +5 bonus on the check, and, if successful, the treated character gains a +8 competence bonus on her saving throw against the poison instead of +4.