Animals!

<ROTFLMAO!> That wasn't really what I meant, rather I would like the stats for:

Chickens!
Geese!
Cows!
Bulls!
Sheep!
Goats!

You know, mundane common animals. :D (Fear the Pseudonatural Chicken of Doom!)
 

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Well, the sheep should have Piteous Bleat (-2 to slaughtermen's Will saves for 1d6 turns, unless they have had 1+ years' experience) at will, and the ewes should have Expeditious Retreat 3/day when with lambs.



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WARNING----------------------------------------- Previous post is intended to be humorous
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Cow
Large Animal
HD: 3d8+3 (16 hp)
Init : +2 (+4 feat, -2 Dex)
Spd : 20 ft.
AC: 9 (-1 size, -2 Dex, +2 natural)
Attacks: Butt +3 melee
Damage : Butt 1d2+1
Special Attacks: Trample
Special Qualities : -
saves (No Good Saves): Fort +2, Ref -1, will -2
Abilities : Str 12, Dex 6, Con 13, Wis 4, Cha 7, Int 1
skills : Spot +5, Listen +5
Feats :Improved initiative
Climate/Terrain : Any farms and plains
Organization : solitary, small herd (2 - 8 plus 1 - 2 noncombatant calves (1d8+1 HD) ), or large herd (9 - 28 plus 3 - 8 noncombatant calves)
CR 1/10
Treasure: None
Advancement: 4 HD (Large)

Cows are large farm animals noted for milk and meat.

COMBAT
Generally inoffensive, cows attack only if they or their calves are directly threatened. They use their trample attack only if their calves are threatened. To defend themselves, they merely use their butt attack.

Trample (Ex): Against Medium-size or smaller creatures, a cow can trample, dealing 1d6+1 points of damage. A trampled creature can choose to make a Reflex save (DC 8) to halve the damage or make an attack of opportunity against the cow (but not both).
 




The Bull .. well I guess sometime, but I'm thinking more prehistoric animal - elasmothere, eohippus, chalicothere, or something of that nature.

This uses MM2, not savage species, rules on skill points and feats.
Here's the Chalicothere :
Chalicothere
Large Animal
Hit Dice: 6d8+12 (39hp)
Initiative: +4 (+0 Dex, +4 Improved Initiative)
Speed:10ft. ( 20ft. shambling)
AC: 13 (-1 size,+0 Dex, +4 natural), touch 9, flat-footed 13
Attacks: Claw swipe +6 (+4 Base, +3 Str, -1 size)
Damage: Claw swipe 1d8+3/20/x1 and knockdown
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Knockdown
Special Qualities : Low - Light Vision
Saves: Fort +7, Ref +5, Will +0
Abilities: Str 17, Dex 11, Con 15, Int 1, Wis 6, Cha 9
Skills: Spot +6, Listen +6
Feats: -
Climate/Terrain: Warm forest and plains
Organization: Solitary, pair, or herd
(3- 6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4 - 7 HD (Large), 8 - 9 HD (Huge)

A chalicothere is a large creature resembling a cross between a forest sloth and a horse. It has a horselike head, and its forelimbs are tipped with large claws. The creature is stupid and slow-moving.
COMBAT
Chalicotheres attack only if their lives are threatened or their territories are invaded. If defending its territory, 5 pounds of fresh plant matter thrown to a chalicothere has a 50% chance of distracting it.
The chalicothere can use its knuckles to move at a rate of 20 ft., but cannot attack in any such round.
Knockdown (Ex): If a chalicothere scores a critical hit, it does not deal multiple damage due to its rather blunt claws; it simply knocks a victim of one or more sizes smaller than itself down. Knocked down victims must spend a move-equivalent action standing up.
 


I agree on Wis 12. Not that that helps at this stage.
Whatever happened to Khisanth, anyway? Very enthusiastic, IIRC.

Demiurge out.
 

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