Reek
Reeks wander the plains of Ylesia in great herds, contentedly munching on grass and lichens. Although immensly strong, they generally reserve their violent behavior for the mating season, when the sound of two bull reeks fighting for dominance rumbles like thunder across the plains.
When a reek attacks, it lowers its head, charges, and attempts to gore with its large horn. Should the initial attack miss, the reek flails its head about blindly, hoping to chase away its prey so that it can attempt another charge.
Reek (CL 8)

Saga Edition Core Rulebook, page 276.
Huge beast 8
Initiative: +3; Senses: Perception +3
Defenses: Ref 15 (flat-footed 15), Fort 20, Will 9
Hit Points: 124; Damage Threshold: 30
Speed: 8 squares
Melee: gore +10* (2d6+16) or
Melee: gore +12* (2d6+20) with Powerful Charge
Fighting Space: 3×3; Reach: 1 square
Base Attack: +6; Grapple: 24
Attack Options: Power Attack, Powerful Charge
Special Actions: rage
Abilities: Str 27, Dex 8, Con 30, Int 2, Wis 8, Cha 2
Feats: Power Attack, Powerful Charge, Toughness
Skills: Endurance+20
Rage—The first time a reek takes damage greater than its Will Defense from a single attack, it flies into a terrible rage. While enraged, the reek temporarily gains a +2 rage bonus on melee attack rolls and melee damage rolls. The reek’s fit of rage lasts for a number of rounds equal to 5 + its Constitution modifier. At the end of its rage, the reek moves −1 persistent step along the condition track. The penalties imposed by this condition persist until the reek takes at least 10 minutes to recuperate, during which time it can’t engage in any strenuous activity. A reek can be pulled out of its enraged state by making it friendly.
* Includes 4 points of Power Attack