Tanngrisnir and Tanngjost

There are two massive goats that stand before you, one is brown the other white. Their eyes burst with electricity and the clicking of their hooves on the ground produce loud noises.
Originally Posted by RAGNAROKISCOMING2007of the Wizards Community forums.
Legendary goats of Thor. Tanngrisnir and Tanngjost pull Thor’s chariot throughout the planes. They also serve (or are served) as food to hungry heroes whenever Thor wills it so.
They stand 6 ft. tall at the shoulders, 9 ft. long and weigh 1,200 pounds each. They do not speak but understand Common language.
Tanngrisnir and Tanngjost | |
Large magical beasts (chaotic, extraplanar) | |
HD | 33d10 + 330 (660 hp) |
Initiative | +18 |
Speed | 80 ft., fly 100 ft. (perfect) |
AC | 48 (+10 Dexterity, +29 natural, -1 size) touch 19, flat-footed 38 |
BAB/ Grapple | +33/+51 |
Attack | Headbutt +46 melee (2d6+14 plus 3d6 electricity plus stunning/19-20/x2 plus electrifying horns) |
Full attack | Headbutt +46 melee (2d6+14 plus 3d6 electricity plus stunning/19-20/x2 plus electrifying horns), and 2 hooves +41 melee (1d8+7 plus 3d6 sonic/19-20/x2 plus thunderous hooves) |
Space/reach | 10ft./ 10ft. |
Special attacks | Electrifying horns, thunderous charge, thunderous hooves |
Special qualities | Darkvision 60 ft., DR 15/ epic and adamantine, energy resistance to acid, cold, and fire 25, From Beast to Feast, immunity to electricity and sonic, regeneration 20, SR 38 |
Saves | Fort +28, Ref +34, Will +21 |
Abilities | Strength 38, Dexterity 30, Constitution 31, Intelligence 10, Wisdom 16, Charisma 17 |
Skills | Balance +25, Escape Artist +21, Intimidate +14, Jump +45, Listen +14, Spot +14, Tumble +21 |
Feats | Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (headbutt and horns), Improved Initiative, Improved Overrun, lightning reflexes, Mobility, Power Attack, Spring Attack |
Epic Feats | Blinding Speed, Dire Charge, Epic Reflexes, Superior Initiative |
Environment | Thor’s Realm |
Organization | Tanngrisnir and Tanngjost or Trio (Tanngrisnir and Tanngjost and Thor) |
CR | 24 |
Treasure | nothing |
Alignment | Chaotic Neutral |
Combat: First off, Tanngrisnir and Tanngjost act separately. They both love to start off the battle with a thunderous charge, before entering melee combat with their horns and hooves.

Electrifying Horns (Ex): Though you can’t tell from looking at them, Tanngrisnir·s and Tanngjost·s horns discharge electricity upon contact, thus, they deal an extra 3d6 electricity damage whenever they successfully strike a creature with their horns. On a successful critical hit, the targeted creature must succeed a Fortitude save DC 40 or be paralyzed for 1d6 + 4 rounds. DC is Strength-based.
From Beast to Feast (Ex): Once per day, Tanngrisnir and Tanngjost can willingly choose to serve as a feast for hungry heroes. At this point they can be slain by a coup de grace attack, which is automatically successful. Upon being slain, Tanngrisnir and Tanngjost produce a meal, which is identical to the heroes feast spell, except they heal up to 300 points damage. Tanngrisnir and Tanngjost rise up automatically the next morning with full hit points. If they are slain unwillingly, they do not produce a Heroes’ Feast effect and they do not raise automatically the next morning. If the latter happens, they can be raised normally.
Regeneration (Ex): Tanngrisnir and Tanngjost take normal damage from epic and adamantine weapons. They also take normal damage from lawful spells.
Thunderous Charge (Ex): When Tanngrisnir and Tanngjost charge, they bring with them a cacophony of sounds. They deal 6d6 + 42 points of damage with their headbutt plus 10d6 points of sonic damage. Those hit, must succeed a Fortitude save DC 40 or be deafened for 5 minutes. The creatures who are not targeted, but stand with 30 ft. of the charge, must also succeed a Fortitude save DC 40 or be deafened for 1 minute. DC’s are Strength-based.
Thunderous Hooves (Ex): Tanngrisnir·s and Tanngjost·s hooves produce a loud noise as soon as they come into contact with something. They deal an extra 3d6 sonic damage with each successful attack of their hooves. On a successful critical hit, creatures must succeed a Fortitude save DC 40 or be deafened for 5 rounds. DC is Strength-based.