N Huge undead (earth)
Init +4; Senses darkvision 60 ft.; Perception +0
AC 12, touch 8, flat-footed 12 (+4 natural, –2 size)
hp 63 (14d8)
Fort +4; Ref +4; Will +9
DR 5/bludgeoning or adamantine; Immune cold, undead traits
Speed 30 ft.
Melee gore +16 (2d10+12) or touch +16 (fossilize)
Space 15 ft.; Reach 15 ft.
Special Attacks fossilize (DC 16), powerful charge (gore, 4d10+16), primal roar (DC 16), trample (1d8+12, DC 25)
Str 26, Dex 11, Con —, Int —, Wis 10, Cha 10
Base Atk +10; CMB +20; CMD 30
Feats Improved InitiativeB
Once every 1d4 rounds, a paleoskeleton can forfeit its first melee attack to make a touch attack. Any opponent struck by this attack must succeed on a Fortitude save or be turned to stone permanently.
Primal Roar (Su)
A paleoskeleton can, once every other round, unleash an eerie roar. Creatures with fewer Hit Dice than the paleoskeleton must succeed on a Will save or be shaken for 2d6 rounds.