Cows, cows, cows

DnDChick

Demon Queen of Templates
Just .... because ... the basic cow, and several templated versions. :)

Cow, Domesticated
Large Animal
Hit Dice:
2d8+4 (13 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 9 (-1 size, -2 Dex, +2 natural), touch 7, flat-footed 9
Base Attack/Grapple: +1/+9
Attack: Headbutt +4 melee (1d6+6)
Full Attack: Headbutt +4 melee (1d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +5, Ref -2, Will -1
Abilities: Str 19, Dex 7, Con 15, Int 1, Wis 8, Cha 2
Skills: Listen +2, Spot +5
Feats: Endurance
Environment: Temperate plains
Organization: Herd (10-40)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Large)
Level Adjustment:

Skills: Cows receive a +4 racial bonus to Spot checks.

15. Copyright notice
Author Erica Balsley.


Dire Cow
Huge Animal (Dire)
Hit Dice:
8d8+46 (68 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 13 (-2 size, -2 Dex, +7 natural), touch 8, flat-footed 6
Base Attack/Grapple: +6/+24
Attack: Headbutt +14 melee (1d8+15)
Full Attack: Headbutt +14 melee (1d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +11, Ref +4, Will +5
Abilities: Str 31, Dex 7, Con 21, Int 1, Wis 8, Cha 2
Skills: Listen +4, Spot +9
Feats: Endurance, Toughness (x2)
Environment: Temperate plains
Organization: Herd (10-40)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 9-24 HD (Huge)
Level Adjustment:

Skills: Dire cows receive a +4 racial bonus to Spot checks.


Half-Red Dragon Cow (Augmented Animal, Fire)
Large Dragon
Hit Dice:
2d10+6 (17 hp)
Initiative: -2
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 15 (-1 size, -2 Dex, +6 natural), touch 7, flat-footed 15
Base Attack/Grapple: +1/+13
Attack: Claw +8 melee (1d6+8)
Full Attack: Claw +8 melee (1d6+8), and bite +3 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., immunity to fire and sleep and paralysis, low-light vision
Saves: Fort +5, Ref -2, Will -1
Abilities: Str 27, Dex 7, Con 17, Int 3, Wis 8, Cha 4
Skills: Listen +4, Spot +8
Feats: Endurance
Environment: Temperate plains
Organization: Herd (10-40)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Large)
Level Adjustment:

Breath Weapon (Su): 30 ft. cone of fire; 6d8 fire damage; DC 14 Reflex save for half damage.

Skills: Half-red dragon cows receive a +4 racial bonus to Spot checks.


Fiendish Cow
Large Magical Beast (Augmented Animal, Extraplanar)
Hit Dice:
2d8+4 (13 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 9 (-1 size, -2 Dex, +2 natural), touch 7, flat-footed 9
Base Attack/Grapple: +1/+9
Attack: Headbutt +4 melee (1d6+6)
Full Attack: Headbutt +4 melee (1d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite good
Special Qualities: Darkvision 60 ft., resistance to cold and fire 5, SR 7, low-light vision
Saves: Fort +5, Ref -2, Will -1
Abilities: Str 19, Dex 7, Con 15, Int 3, Wis 8, Cha 2
Skills: Listen +2, Spot +5
Feats: Endurance
Environment: Temperate plains of HELL
Organization: Herd (10-40)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: 3-6 HD (Large)
Level Adjustment:

Smite Good (Su): 1/day—a fiendish cow can make a normal melee attack to deal +2 points of damage against a good opponent.

Skills: Fiendish cows receive a +4 racial bonus to Spot checks.


Cow of Legend
Large Outsider (Augmented Animal, Native)
Hit Dice:
2d8+14 (23 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +1/+14
Attack: Headbutt +9 melee (1d8+13)
Full Attack: Headbutt +9 melee (1d8+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Frightful presence
Special Qualities: DR 10/magic, haste, low-light vision
Saves: Fort +9, Ref +1, Will +0
Abilities: Str 29, Dex 13, Con 25, Int 3, Wis 10, Cha 6
Skills: Listen +2, Spot +5
Feats: Endurance, Improved Initiative (b)
Environment: Temperate plains
Organization: Herd (10-40)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Large)
Level Adjustment:

Frightful Presence (Ex): When a cow of legend moos, it inspires terror in all creatures with 20 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a DC 9 Will save or become shaken — a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to that cow of legend’s frightful presence for 24 hours.

Haste (Su): A cow of legend is supernaturally quick. It continually acts as if under the effects of a haste spell.

Skills: Cows of legend receive a +4 racial bonus to Spot checks.


Warbeast Cow
Large Animal
Hit Dice:
3d8+12 (25 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 9 (-1 size, -2 Dex, +2 natural), touch 7, flat-footed 9
Base Attack/Grapple: +2/+12
Attack: Headbutt +7 melee (1d6+9)
Full Attack: Headbutt +7 melee (1d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Combative mount, low-light vision
Saves: Fort +7, Ref -1, Will +1
Abilities: Str 22, Dex 7, Con 18, Int 1, Wis 10, Cha 2
Skills: Listen +4, Spot +8
Feats: Endurancem Run
Environment: Temperate plains
Organization: Herd (10-40)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Large)
Level Adjustment:

Combative Mount (Ex): A rider on a trained war cow mount gets a +2 circumstance bonus on all Ride checks. A trained war cow is proficient with light, medium, and heavy armor.

Skills: War cows receive a +4 racial bonus to Spot checks.


Uddercap (Large monstrous spider/Cow crossbreed)
Large Magical Beast
Hit Dice:
3d10+3 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 10 ft.
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d8+4 plus poison)
Full Attack: Bite +5 melee (1d8+4 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Low-light vision, tremorsense 60 ft.
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 17, Dex 12, Con 12, Int 4, Wis 10, Cha 2
Skills: Climb +11, Hide +1, Listen +3, Spot +7
Feats: Endurance
Environment: Temperate plains
Organization: Herd (10-40)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
Level Adjustment:

Poison (Ex): Injury (bite); Fort save DC 12; initial and secondary damage 1d6 Str.

Web (Ex): Uddercaps often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the uddercap and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the uddercap. An entangled creature can escape with a successful DC 13 Escape Artist check or burst it with a DC 17 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinning uddercaps often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the uddercap. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—.
An uddercap can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): An uddercap can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Uddercaps have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. An uddercap can always choose to take 10 on Climb checks, even if rushed or threatened. Uddercaps use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting uddercaps have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning uddercaps have a +8 racial bonus on Hide and Move Silently checks when using their webs.
 
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DnDChick

Demon Queen of Templates
Limper said:
I LOVE your work... but you are a very strange person. :D

So, I take it you wouldn't be particularly impressed by an UDDERCAP ... a large monstrous spider/cow abomination using my Abominatin template in the Tome of Horrors? ;)
 

Limper

First Post
DnDChick said:
So, I take it you wouldn't be particularly impressed by an UDDERCAP ... a large monstrous spider/cow abomination using my Abominatin template in the Tome of Horrors? ;)


Oh I would be interested... just because I think your a bit odd, doesn't mean I'm not a bit odd.

Plus I find cows to be very very funny. :D
 
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DnDChick

Demon Queen of Templates
Limper said:
Oh I would be interested... just because I think your a bit odd, doesn't mean I'm not a bit odd.

Plus I find cows to be very very funny. :D


The UDDERCAP is now posted!

I leave it up to your imagination as to where the webs of an Uddercap are generated. ;)
 

Limper

First Post
DnDChick said:
The UDDERCAP is now posted!

I leave it up to your imagination as to where the webs of an Uddercap are generated. ;)


I can picture it now... :p

Vampiric Uddercap comes to mind now... cant think of much scarier. :eek:

By chance did you ever read Howard the Duck comics?


Cool beastie got a strange evil wizard all lined up to use these with.... you ROCK!
 
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DnDChick

Demon Queen of Templates
Limper said:
Vampiric Uddercap comes to mind now... cant think of much scarier. :eek:

ROFLMAO!

By chance did you ever read Howard the Duck comics?

Nope ... never did. Why?

.... you ROCK!

Yeah .. I know. <buffs her fingernails> ;)

Hope your evil wizard with the funky cows strikes fear in the hearts of your players. lol

If you have the MM2, a Chimeric Cow or even a Tauric Orc-Cow would be a good addition, too ... <giggle>
 


the Jester

Legend
LOL! You know, you are a weird one... that's one of my favorite things about you!

How bout stats on a few more cow types, like perhaps the half-fiend cow (half cow, half stench kow, perhaps?), the shadow cow, spectral cow, etc.
 


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