# 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.