# Rothe, Ghost >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >bite: 1d8 (×2) > >gores: 1d8 (×2) > >Melee/Ranged: +11/+4 > >Secondary: +6/-1 > >Multiattack: +9/+2 > >M/R_PA: +9/+2 > >2nd/PA: +4/-3 > >MA_PA: +7/+0 > >Itterative: 1 > > xDmg:: Str: +8; Str2: +12; StrOH: +4; StrPA: +12; StrPA2H: +18; StrPAOH: +6 > > xDCs:: Str: 20; Dex: 13; Con: 17; Int: 7; Wis: 12; Cha: 11 > > xFeat:: 2/2 (0) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Ghost Rothe</div> <div class="CR">CR 2 (600 XP)</div> <div class="SOU">Forgotten Realms Campaign Setting</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Magical Beast **Init** +1 **Senses** darkvision 60 ft.; **Perception** +9 #### defense **AC** 14, 10 touch, 13 flat-footed (+1 Dex, +4 natural, -1 size) **hp** 40 (4d10+20) **Fort** +9, **Refl** +5, **Will** +1 **Feint** 14, **Demoralize** 14 #### offense **Speed** 30 ft. **Melee** bite +6 (1d8+4), 2 gores +6 (1d4+4) **Space** 10 ft., **Reach** 5 ft. **Special Attacks** jump, resist enchantment, silence, stampede **Spell-Like Abilities** (CL 3th; Concentration +2) > **1/day**— jump, silence (self only) #### statistics **Str** 26, **Dex** 12, **Con** 20, **Int** 1, **Wis** 11, **Cha** 9 **BAB** +4, **CMB** +11, **CMD** 22, **TA** +11, **RTA** +4 **Feats** [[Alertness]], [[Power Attack]] **Skills** Perception +9 **Languages** #### special abilities ### Jump (Sp) Once per day, a ghost rothé can cast jump as a 1st-level sorcerer. ### Resist Enchantment (Ex) Each rothé has a mind of such determination that it gains a +4 racial saving throw bonus against Enchantment spells and effects. ### Silence (Sp) Once per day, a ghost rothé can cast silence as a 3rd-level sorcerer, but it can only center the effect on itself. It uses its jump and silence abilities in concert to escape pursuers, typically by leaping across a gorge. ### Stampede (Ex) Panicked rothé first attempt to break free of creatures who are harrying or herding them by outrunning them as a herd. If this is impossible, the rothé turn to face their opponents and charge in a solid wedge of packed flesh. They run over anything of their own size or smaller, dealing 1d12 damage for each rothé in the stampede.