| Hit Dice: | 14d10+112 (189 hp) |
| Initiative: | +2 |
| Speed: | 60 ft. (12 squares) |
| Armor Class: | 20 (+2 Dex, −2 size, +10 natural), touch 12, flat-footed 18 |
| Base Attack/Grapple: | +14/+30 |
| Attack: | Gore +20 melee (2d6+8) |
| Full Attack: | Gore +20 melee (2d8+8) and 4 lesser gores +15 melee (2d6+8) and 2 hooves +15 melee (1d6+8) |
| Space/Reach: | 15 ft./10 ft. |
| Special Attacks: | Plane shift, powerful charge |
| Special Qualities: | Darkvision 60 ft., low-light vision, spell resistance 20 |
| Saves: | Fort +17, Ref + 11, Will +4 |
| Abilities: | Str 27, Dex 14, Con 26, Int 2, Wis 11, Cha 9 |
| Skills: | Listen +9, Spot +12 |
| Feats: | Alertness, Weapon Focus (gore) |
| Environment: | Wilderness of the Beastlands |
| Organization: | Solitary or herd (2–8) |
| Challenge Rating: | 10 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 15–28 HD (Huge); 29–42 HD (Gargantuan) ♊ |
| Level Adjustment: | — |
A wide rack of antlers crowns the head of this massive, staglike beast. Four lesser sets of antlers protrude from its shoulders and hips, giving it impressive protection.
Left to their own devices, gaspars are peaceful herd animals, content to roam the forests and graze the grasslands of the Wilderness of the Beastlands.
Gaspars are social herd animals that tend to avoid other species, and most creatures leave them alone. If harassed or attacked, a gaspar charges.
Plane Shift (Su): Although it has superb and imposing antlers, a gaspar has an even more remarkable defense mechanism: It can make its foes go away. If engaged in melee combat and seriously wounded or threatened (usually if reduced to half of its hit points), a gaspar activates its plane shift defense. Everyone within a 10-foot radius of the gaspar must make a DC 16 Will save or be transported to a random plane (see Random Planar Destinations). All creatures caught in the same burst go to the same plane. The gaspar and any rider it bears are not transported.
Once a gaspar uses its plane shift ability, it can’t do so again until 1d4 rounds later. A gaspar can plane shift a maximum of four times per day.
Powerful Charge (Ex): A gaspar deals 4d8+16 points of damage when it makes a charge.
Trained gaspars are highly valued as planar mounts, but a gaspar requires training before it can bear a rider. Training a gaspar requires six weeks of work and a DC 25 Handle Animal check. A professional trainer works with a spellcaster capable of casting plane shift and teleport to train a gaspar. The pair charges 7,500 gp to train a gaspar.
Riding a gaspar requires an exotic saddle. A gaspar can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Plane Shift (Su): A trained gaspar can learn to alter its plane shift ability. Instead of the defensive 10-foot-radius burst, it can take itself, its rider, and an amount of gear up to its maximum load to a plane specified by its rider (if the rider makes a DC 20 Ride check), as long as it has been there before. Failing the Ride check by 5 or more indicates that the gaspar transports to a different plane.
Carrying Capacity: A light load for a gaspar is up to 2,076 pounds; a medium load, 2,077–4,158 pounds; and a heavy load, 4,159–6,240 pounds.
Source: Planar Handbook, page 124.