KarkadannCreature 7
Source Pathfinder Howl of the Wild
Perception +16 (darkvision, scent (imprecise) 30 feet)
Languages Common, Fey
Skills Athletics +17, Diplomacy +13, Intimidation +15, Medicine +14, Survival +14
Str +6, Dex +3, Con +6, Int +0, Wis +3, Cha +4
AC 25; Fort +17; Reflex +14; Will +14;
HP 120
Speed 45 feet
Immunities poison
Horn
+17 (+12, +7) to hit (holy, magical, unarmed) 2d10+8 PiercingHoof
+17 (+12, +7) to hit (holy, magical) 2d6+8 BludgeoningFearless Rush

Trigger The karkadann becomes Frightened
Effect The karkadann reduces their frightened value by 1 (to a minimum of 0). The karkadann then Strides toward an enemy.
Ghost TouchA karkadann's Strikes have the effects of a ghost touch property rune.
Impaling Charge
The karkadann Strides twice, then Strikes with their horn. If the Strike hits, it also deals 1d10 persistent bleed damage.
Trample
Medium or smaller, hoof, DC 25 reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Primal Innate Spells (DC 25, +0 to hit)
Cantrips (4th Level): Light
1st Level: Cleanse Cuisine
2nd Level: Cleanse Affliction
Karkadanns are a distant relation to unicorns, favoring more open terrain than their woodland kin. With the build of a buffalo, karkadanns have gray, scaly bodies, thicker hooves, and no mane. Despite their territoriality and harsh temperament, many karkadanns can be befriended by those who truly hold respect for nature in their hearts.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
FeyCreatures of the First World are called the fey.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.