Medium size humanoid
Hit Dice: 8d8+40 (76 hp)
Speed: 20 ft.
Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: Gore +13 melee (2d6+12)
Full Attack: Gore +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, Defensive stance 5/day, Trap sense+2, Damage reduction 6/-, improved uncanny dodge, Mobile defense
Special Qualities: Low-light vision, Code of Conduct
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 26, Dex 10, Con 21, Int 10, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Powerful Charge (Ex): Judoon deals folk 4d6+24 points of
damage when it makes a charge.
As DWARVEN DEFENDER: Defensive stance 5/day, Trap sense+2, Damage reduction 6/-, improved uncanny dodge, Mobile defense
Code of Conduct: A Judoon must be lawful neutral,
and dishonors himself, his family, and his weapon if he ever
willingly commits a chaotic act. Additionally, the samurai code
of bushido requires that he be obedient to his lord, accept death
at any time and face it bravely, avenge any dishonor, and shun
any appearance of cowardice. The core principles of bushido are
honor, loyalty, and courage.