the Jester
Legend
STENCH KINE
Source: 1e Monster Manual 2.
Stench kine are the cattle of the Nine Hells. Because they roam the fiery and frosty wastes of the Hells, stench kine are tough and resistant to many environmental dangers.
Disgusting Food: Stench kine make horrible, disgusting food for mortal creatures. Stench beef, as the name implies, is odoriferous and tough; stench milk is foul and curdled. While devils, Hellish petitioners and other fiends can survive eating food made from a stench kow or its milk, mortals find the fare sickening or even toxic.
Atypical Herd Beasts: Unlike most herd animals, if a group of stench kine is molested, both the bulls and the kows will fight. A stench kow has horns nearly as formidable as those of a bull.
Stench Kow --- Level 8 Soldier
Large immortal beast --- XP 350
HP 93; Bloodied 46 Initiative +6
AC 24; Fortitude 22; Reflex 18; Will 20 Perception +7
Speed 7 Low-light vision
Resist 10 cold, 10 fire, 10 poison
TRAITS
Stench * Aura 3
A creature that starts its turn in the aura must make an Endurance check, DC 12, or be weakened until the start of its next turn. If it starts its turn in multiple stench auras, it must make only one check, against the highest DC aura. If it is in 3 or more auras, the DC is increased by 1.
STANDARD ACTIONS
(mbasic) Gore * At Will
Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 4d4+6 damage and the stench kow pushes the target 1 square.
(melee) Pounding Charge * Encounter
Effect: The stench kow charges, moving a minimum of 4 squares, and makes the following attack in place of a basic attack.
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d10+5 damage, the target falls prone and the stench kow pushes the target 2 squares.
---
Skills Endurance +14
Str 16 Dex 10 Wis 17
Con 21 Int 2 Cha 8
Alignment evil Languages -
Stench Bull --- Level 10 Soldier
Large immortal beast --- XP 450
HP 109; Bloodied 54 Initiative +7
AC 26; Fortitude 24; Reflex 19; Will 22 Perception +8
Speed 7 Low-light vision
Resist 10 cold, 10 fire, 10 poison
TRAITS
Stench * Aura 3
A creature that starts its turn in the aura must make an Endurance check, DC 13, or be weakened until the start of its next turn. If it starts its turn in multiple stench auras, it must make only one check, against the highest DC aura. If it is in 3 or more auras, the DC is increased by 1.
Guardian of the Herd * Aura 1
An enemy in the aura that makes an attack that does not include the stench bull as a target triggers an opportunity attack from it.
STANDARD ACTIONS
(mbasic) Gore * At Will
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d6+8 damage and the stench bull pushes the target 2 squares.
(melee) Pounding Charge * Encounter
Effect: The stench bull charges, moving a minimum of 4 squares, and makes the following attack in place of a basic attack.
Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 4d8+9 damage, the target falls prone and the stench kow pushes the target 2 squares.
---
Skills Endurance +15
Str 23 Dex 10 Wis 17
Con 21 Int 2 Cha 8
Alignment evil Languages -
Stench Kine Herd Member --- Level 14 Minion Soldier
Large immortal beast --- XP 250
HP 1; a missed attack never damages a minion Initiative +9
AC 30; Fortitude 28; Reflex 23; Will 26 Perception +10
Speed 7 Low-light vision
Resist 15 cold, 15 fire, 15 poison
TRAITS
Stench * Aura 3
A creature that starts its turn in the aura must make an Endurance check, DC 15, or be weakened until the start of its next turn. If it starts its turn in multiple stench auras, it must make only one check, against the highest DC aura. If it is in 3 or more auras, the DC is increased by 1.
STANDARD ACTIONS
(mbasic) Gore * At Will
Attack: Melee 1 (one creature); +19 vs. AC.
Hit: 11 damage, or 14 damage against a weakened target.
(melee) Mighty Charge * At Will
Effect: The stench kine charges and makes the following attack in place of a basic attack.
Attack: Melee 1 (one creature); +19 vs. Fortitude.
Hit: 11 damage, and the target is knocked prone.
---
Skills Endurance +17
Str 23 Dex 10 Wis 17
Con 21 Int 2 Cha 8
Alignment evil Languages -
Source: 1e Monster Manual 2.
Stench kine are the cattle of the Nine Hells. Because they roam the fiery and frosty wastes of the Hells, stench kine are tough and resistant to many environmental dangers.
Disgusting Food: Stench kine make horrible, disgusting food for mortal creatures. Stench beef, as the name implies, is odoriferous and tough; stench milk is foul and curdled. While devils, Hellish petitioners and other fiends can survive eating food made from a stench kow or its milk, mortals find the fare sickening or even toxic.
Atypical Herd Beasts: Unlike most herd animals, if a group of stench kine is molested, both the bulls and the kows will fight. A stench kow has horns nearly as formidable as those of a bull.
Stench Kow --- Level 8 Soldier
Large immortal beast --- XP 350
HP 93; Bloodied 46 Initiative +6
AC 24; Fortitude 22; Reflex 18; Will 20 Perception +7
Speed 7 Low-light vision
Resist 10 cold, 10 fire, 10 poison
TRAITS
Stench * Aura 3
A creature that starts its turn in the aura must make an Endurance check, DC 12, or be weakened until the start of its next turn. If it starts its turn in multiple stench auras, it must make only one check, against the highest DC aura. If it is in 3 or more auras, the DC is increased by 1.
STANDARD ACTIONS
(mbasic) Gore * At Will
Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 4d4+6 damage and the stench kow pushes the target 1 square.
(melee) Pounding Charge * Encounter
Effect: The stench kow charges, moving a minimum of 4 squares, and makes the following attack in place of a basic attack.
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d10+5 damage, the target falls prone and the stench kow pushes the target 2 squares.
---
Skills Endurance +14
Str 16 Dex 10 Wis 17
Con 21 Int 2 Cha 8
Alignment evil Languages -
Stench Bull --- Level 10 Soldier
Large immortal beast --- XP 450
HP 109; Bloodied 54 Initiative +7
AC 26; Fortitude 24; Reflex 19; Will 22 Perception +8
Speed 7 Low-light vision
Resist 10 cold, 10 fire, 10 poison
TRAITS
Stench * Aura 3
A creature that starts its turn in the aura must make an Endurance check, DC 13, or be weakened until the start of its next turn. If it starts its turn in multiple stench auras, it must make only one check, against the highest DC aura. If it is in 3 or more auras, the DC is increased by 1.
Guardian of the Herd * Aura 1
An enemy in the aura that makes an attack that does not include the stench bull as a target triggers an opportunity attack from it.
STANDARD ACTIONS
(mbasic) Gore * At Will
Attack: Melee 1 (one creature); +15 vs. AC.
Hit: 3d6+8 damage and the stench bull pushes the target 2 squares.
(melee) Pounding Charge * Encounter
Effect: The stench bull charges, moving a minimum of 4 squares, and makes the following attack in place of a basic attack.
Attack: Melee 1 (one creature); +17 vs. AC.
Hit: 4d8+9 damage, the target falls prone and the stench kow pushes the target 2 squares.
---
Skills Endurance +15
Str 23 Dex 10 Wis 17
Con 21 Int 2 Cha 8
Alignment evil Languages -
Stench Kine Herd Member --- Level 14 Minion Soldier
Large immortal beast --- XP 250
HP 1; a missed attack never damages a minion Initiative +9
AC 30; Fortitude 28; Reflex 23; Will 26 Perception +10
Speed 7 Low-light vision
Resist 15 cold, 15 fire, 15 poison
TRAITS
Stench * Aura 3
A creature that starts its turn in the aura must make an Endurance check, DC 15, or be weakened until the start of its next turn. If it starts its turn in multiple stench auras, it must make only one check, against the highest DC aura. If it is in 3 or more auras, the DC is increased by 1.
STANDARD ACTIONS
(mbasic) Gore * At Will
Attack: Melee 1 (one creature); +19 vs. AC.
Hit: 11 damage, or 14 damage against a weakened target.
(melee) Mighty Charge * At Will
Effect: The stench kine charges and makes the following attack in place of a basic attack.
Attack: Melee 1 (one creature); +19 vs. Fortitude.
Hit: 11 damage, and the target is knocked prone.
---
Skills Endurance +17
Str 23 Dex 10 Wis 17
Con 21 Int 2 Cha 8
Alignment evil Languages -