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Cows, cows, cows
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<blockquote data-quote="DnDChick" data-source="post: 1189019" data-attributes="member: 54"><p>Just .... because ... the basic cow, and several templated versions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>Cow, Domesticated</strong></p><p><strong>Large Animal</strong></p><p><strong>Hit Dice:</strong> 2d8+4 (13 hp)</p><p><strong>Initiative:</strong> -2</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 9 (-1 size, -2 Dex, +2 natural), touch 7, flat-footed 9</p><p><strong>Base Attack/Grapple:</strong> +1/+9</p><p><strong>Attack:</strong> Headbutt +4 melee (1d6+6)</p><p><strong>Full Attack:</strong> Headbutt +4 melee (1d6+6)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> --</p><p><strong>Special Qualities:</strong> Low-light vision</p><p><strong>Saves:</strong> Fort +5, Ref -2, Will -1</p><p><strong>Abilities:</strong> Str 19, Dex 7, Con 15, Int 1, Wis 8, Cha 2</p><p><strong>Skills:</strong> Listen +2, Spot +5</p><p><strong>Feats:</strong> Endurance</p><p><strong>Environment:</strong> Temperate plains</p><p><strong>Organization:</strong> Herd (10-40)</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 3-6 HD (Large)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><strong>Skills:</strong> Cows receive a +4 racial bonus to Spot checks.</p><p></p><p><strong>15. Copyright notice</strong></p><p>Author Erica Balsley.</p><p></p><p></p><p><strong>Dire Cow</strong></p><p><strong>Huge Animal (Dire)</strong></p><p><strong>Hit Dice:</strong> 8d8+46 (68 hp)</p><p><strong>Initiative:</strong> -2</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>Armor Class:</strong> 13 (-2 size, -2 Dex, +7 natural), touch 8, flat-footed 6</p><p><strong>Base Attack/Grapple:</strong> +6/+24</p><p><strong>Attack:</strong> Headbutt +14 melee (1d8+15)</p><p><strong>Full Attack:</strong> Headbutt +14 melee (1d8+15)</p><p><strong>Space/Reach:</strong> 15 ft./10 ft.</p><p><strong>Special Attacks:</strong> —</p><p><strong>Special Qualities:</strong> Low-light vision</p><p><strong>Saves:</strong> Fort +11, Ref +4, Will +5</p><p><strong>Abilities:</strong> Str 31, Dex 7, Con 21, Int 1, Wis 8, Cha 2</p><p><strong>Skills:</strong> Listen +4, Spot +9</p><p><strong>Feats:</strong> Endurance, Toughness (x2)</p><p><strong>Environment:</strong> Temperate plains</p><p><strong>Organization:</strong> Herd (10-40)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 9-24 HD (Huge)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><strong>Skills:</strong> Dire cows receive a +4 racial bonus to Spot checks.</p><p></p><p></p><p><strong>Half-Red Dragon Cow (Augmented Animal, Fire)</strong></p><p><strong>Large Dragon</strong></p><p><strong>Hit Dice:</strong> 2d10+6 (17 hp)</p><p><strong>Initiative:</strong> -2</p><p><strong>Speed:</strong> 30 ft. (6 squares), fly 60 ft. (average)</p><p><strong>Armor Class:</strong> 15 (-1 size, -2 Dex, +6 natural), touch 7, flat-footed 15</p><p><strong>Base Attack/Grapple:</strong> +1/+13</p><p><strong>Attack:</strong> Claw +8 melee (1d6+8)</p><p><strong>Full Attack:</strong> Claw +8 melee (1d6+8), and bite +3 melee (1d8+4)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Breath weapon</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., immunity to fire and sleep and paralysis, low-light vision</p><p><strong>Saves:</strong> Fort +5, Ref -2, Will -1</p><p><strong>Abilities:</strong> Str 27, Dex 7, Con 17, Int 3, Wis 8, Cha 4</p><p><strong>Skills:</strong> Listen +4, Spot +8</p><p><strong>Feats:</strong> Endurance</p><p><strong>Environment:</strong> Temperate plains</p><p><strong>Organization:</strong> Herd (10-40)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 3-6 HD (Large)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><strong>Breath Weapon (Su):</strong> 30 ft. cone of fire; 6d8 fire damage; DC 14 Reflex save for half damage.</p><p></p><p><strong>Skills:</strong> Half-red dragon cows receive a +4 racial bonus to Spot checks.</p><p></p><p></p><p><strong>Fiendish Cow </strong></p><p><strong>Large Magical Beast (Augmented Animal, Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 2d8+4 (13 hp)</p><p><strong>Initiative:</strong> -2</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 9 (-1 size, -2 Dex, +2 natural), touch 7, flat-footed 9</p><p><strong>Base Attack/Grapple:</strong> +1/+9</p><p><strong>Attack:</strong> Headbutt +4 melee (1d6+6)</p><p><strong>Full Attack:</strong> Headbutt +4 melee (1d6+6)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Smite good</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., resistance to cold and fire 5, SR 7, low-light vision</p><p><strong>Saves:</strong> Fort +5, Ref -2, Will -1</p><p><strong>Abilities:</strong> Str 19, Dex 7, Con 15, Int 3, Wis 8, Cha 2</p><p><strong>Skills:</strong> Listen +2, Spot +5</p><p><strong>Feats:</strong> Endurance</p><p><strong>Environment:</strong> Temperate plains of HELL</p><p><strong>Organization:</strong> Herd (10-40)</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 3-6 HD (Large)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><strong>Smite Good (Su):</strong> 1/day—a fiendish cow can make a normal melee attack to deal +2 points of damage against a good opponent.</p><p></p><p><strong>Skills:</strong> Fiendish cows receive a +4 racial bonus to Spot checks.</p><p></p><p></p><p><strong>Cow of Legend</strong></p><p><strong>Large Outsider (Augmented Animal, Native)</strong></p><p><strong>Hit Dice:</strong> 2d8+14 (23 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 17</p><p><strong>Base Attack/Grapple:</strong> +1/+14</p><p><strong>Attack:</strong> Headbutt +9 melee (1d8+13)</p><p><strong>Full Attack:</strong> Headbutt +9 melee (1d8+13)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Frightful presence</p><p><strong>Special Qualities:</strong> DR 10/magic, <em>haste</em>, low-light vision</p><p><strong>Saves:</strong> Fort +9, Ref +1, Will +0</p><p><strong>Abilities:</strong> Str 29, Dex 13, Con 25, Int 3, Wis 10, Cha 6</p><p><strong>Skills:</strong> Listen +2, Spot +5</p><p><strong>Feats:</strong> Endurance, Improved Initiative (b)</p><p><strong>Environment:</strong> Temperate plains</p><p><strong>Organization:</strong> Herd (10-40)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 3-6 HD (Large)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><strong>Frightful Presence (Ex):</strong> 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.</p><p></p><p><strong>Haste (Su):</strong> A cow of legend is supernaturally quick. It continually acts as if under the effects of a <em>haste</em> spell.</p><p></p><p><strong>Skills:</strong> Cows of legend receive a +4 racial bonus to Spot checks.</p><p></p><p></p><p><strong>Warbeast Cow</strong></p><p><strong>Large Animal</strong></p><p><strong>Hit Dice:</strong> 3d8+12 (25 hp)</p><p><strong>Initiative:</strong> -2</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 9 (-1 size, -2 Dex, +2 natural), touch 7, flat-footed 9</p><p><strong>Base Attack/Grapple:</strong> +2/+12</p><p><strong>Attack:</strong> Headbutt +7 melee (1d6+9)</p><p><strong>Full Attack:</strong> Headbutt +7 melee (1d6+9)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> --</p><p><strong>Special Qualities:</strong> Combative mount, low-light vision</p><p><strong>Saves:</strong> Fort +7, Ref -1, Will +1</p><p><strong>Abilities:</strong> Str 22, Dex 7, Con 18, Int 1, Wis 10, Cha 2</p><p><strong>Skills:</strong> Listen +4, Spot +8</p><p><strong>Feats:</strong> Endurancem Run</p><p><strong>Environment:</strong> Temperate plains</p><p><strong>Organization:</strong> Herd (10-40)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 3-6 HD (Large)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><strong>Combative Mount (Ex):</strong> 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.</p><p></p><p><strong>Skills:</strong> War cows receive a +4 racial bonus to Spot checks.</p><p></p><p></p><p><strong>Uddercap (Large monstrous spider/Cow crossbreed)</strong></p><p><strong>Large Magical Beast</strong></p><p><strong>Hit Dice:</strong> 3d10+3 (13 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares), climb 10 ft.</p><p><strong>Armor Class:</strong> 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11</p><p><strong>Base Attack/Grapple:</strong> +3/+10</p><p><strong>Attack:</strong> Bite +5 melee (1d8+4 plus poison)</p><p><strong>Full Attack:</strong> Bite +5 melee (1d8+4 plus poison)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Poison, web</p><p><strong>Special Qualities:</strong> Low-light vision, tremorsense 60 ft.</p><p><strong>Saves:</strong> Fort +4, Ref +4, Will +1</p><p><strong>Abilities:</strong> Str 17, Dex 12, Con 12, Int 4, Wis 10, Cha 2</p><p><strong>Skills:</strong> Climb +11, Hide +1, Listen +3, Spot +7</p><p><strong>Feats:</strong> Endurance</p><p><strong>Environment:</strong> Temperate plains</p><p><strong>Organization:</strong> Herd (10-40)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 4-9 HD (Large)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><strong>Poison (Ex):</strong> Injury (bite); Fort save DC 12; initial and secondary damage 1d6 Str.</p><p></p><p><strong>Web (Ex):</strong> 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. </p><p>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/—.</p><p>An uddercap can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.</p><p></p><p><strong>Tremorsense (Ex):</strong> 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.</p><p></p><p><strong>Skills:</strong> 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.</p></blockquote><p></p>
[QUOTE="DnDChick, post: 1189019, member: 54"] Just .... because ... the basic cow, and several templated versions. :) [b]Cow, Domesticated Large Animal Hit Dice:[/b] 2d8+4 (13 hp) [b]Initiative:[/b] -2 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 9 (-1 size, -2 Dex, +2 natural), touch 7, flat-footed 9 [b]Base Attack/Grapple:[/b] +1/+9 [b]Attack:[/b] Headbutt +4 melee (1d6+6) [b]Full Attack:[/b] Headbutt +4 melee (1d6+6) [b]Space/Reach:[/b] 10 ft./5 ft. [b]Special Attacks:[/b] -- [b]Special Qualities:[/b] Low-light vision [b]Saves:[/b] Fort +5, Ref -2, Will -1 [b]Abilities:[/b] Str 19, Dex 7, Con 15, Int 1, Wis 8, Cha 2 [b]Skills:[/b] Listen +2, Spot +5 [b]Feats:[/b] Endurance [b]Environment:[/b] Temperate plains [b]Organization:[/b] Herd (10-40) [b]Challenge Rating:[/b] 1 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 3-6 HD (Large) [b]Level Adjustment:[/b] — [b]Skills:[/b] Cows receive a +4 racial bonus to Spot checks. [b]15. Copyright notice[/b] Author Erica Balsley. [b]Dire Cow Huge Animal (Dire) Hit Dice:[/b] 8d8+46 (68 hp) [b]Initiative:[/b] -2 [b]Speed:[/b] 40 ft. (8 squares) [b]Armor Class:[/b] 13 (-2 size, -2 Dex, +7 natural), touch 8, flat-footed 6 [b]Base Attack/Grapple:[/b] +6/+24 [b]Attack:[/b] Headbutt +14 melee (1d8+15) [b]Full Attack:[/b] Headbutt +14 melee (1d8+15) [b]Space/Reach:[/b] 15 ft./10 ft. [b]Special Attacks:[/b] — [b]Special Qualities:[/b] Low-light vision [b]Saves:[/b] Fort +11, Ref +4, Will +5 [b]Abilities:[/b] Str 31, Dex 7, Con 21, Int 1, Wis 8, Cha 2 [b]Skills:[/b] Listen +4, Spot +9 [b]Feats:[/b] Endurance, Toughness (x2) [b]Environment:[/b] Temperate plains [b]Organization:[/b] Herd (10-40) [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 9-24 HD (Huge) [b]Level Adjustment:[/b] — [b]Skills:[/b] Dire cows receive a +4 racial bonus to Spot checks. [b]Half-Red Dragon Cow (Augmented Animal, Fire) Large Dragon Hit Dice:[/b] 2d10+6 (17 hp) [b]Initiative:[/b] -2 [b]Speed:[/b] 30 ft. (6 squares), fly 60 ft. (average) [b]Armor Class:[/b] 15 (-1 size, -2 Dex, +6 natural), touch 7, flat-footed 15 [b]Base Attack/Grapple:[/b] +1/+13 [b]Attack:[/b] Claw +8 melee (1d6+8) [b]Full Attack:[/b] Claw +8 melee (1d6+8), and bite +3 melee (1d8+4) [b]Space/Reach:[/b] 10 ft./5 ft. [b]Special Attacks:[/b] Breath weapon [b]Special Qualities:[/b] Darkvision 60 ft., immunity to fire and sleep and paralysis, low-light vision [b]Saves:[/b] Fort +5, Ref -2, Will -1 [b]Abilities:[/b] Str 27, Dex 7, Con 17, Int 3, Wis 8, Cha 4 [b]Skills:[/b] Listen +4, Spot +8 [b]Feats:[/b] Endurance [b]Environment:[/b] Temperate plains [b]Organization:[/b] Herd (10-40) [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 3-6 HD (Large) [b]Level Adjustment:[/b] — [b]Breath Weapon (Su):[/b] 30 ft. cone of fire; 6d8 fire damage; DC 14 Reflex save for half damage. [b]Skills:[/b] Half-red dragon cows receive a +4 racial bonus to Spot checks. [b]Fiendish Cow Large Magical Beast (Augmented Animal, Extraplanar) Hit Dice:[/b] 2d8+4 (13 hp) [b]Initiative:[/b] -2 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 9 (-1 size, -2 Dex, +2 natural), touch 7, flat-footed 9 [b]Base Attack/Grapple:[/b] +1/+9 [b]Attack:[/b] Headbutt +4 melee (1d6+6) [b]Full Attack:[/b] Headbutt +4 melee (1d6+6) [b]Space/Reach:[/b] 10 ft./5 ft. [b]Special Attacks:[/b] Smite good [b]Special Qualities:[/b] Darkvision 60 ft., resistance to cold and fire 5, SR 7, low-light vision [b]Saves:[/b] Fort +5, Ref -2, Will -1 [b]Abilities:[/b] Str 19, Dex 7, Con 15, Int 3, Wis 8, Cha 2 [b]Skills:[/b] Listen +2, Spot +5 [b]Feats:[/b] Endurance [b]Environment:[/b] Temperate plains of HELL [b]Organization:[/b] Herd (10-40) [b]Challenge Rating:[/b] 1 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral evil [b]Advancement:[/b] 3-6 HD (Large) [b]Level Adjustment:[/b] — [b]Smite Good (Su):[/b] 1/day—a fiendish cow can make a normal melee attack to deal +2 points of damage against a good opponent. [b]Skills:[/b] Fiendish cows receive a +4 racial bonus to Spot checks. [b]Cow of Legend Large Outsider (Augmented Animal, Native) Hit Dice:[/b] 2d8+14 (23 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 17 [b]Base Attack/Grapple:[/b] +1/+14 [b]Attack:[/b] Headbutt +9 melee (1d8+13) [b]Full Attack:[/b] Headbutt +9 melee (1d8+13) [b]Space/Reach:[/b] 10 ft./5 ft. [b]Special Attacks:[/b] Frightful presence [b]Special Qualities:[/b] DR 10/magic, [i]haste[/i], low-light vision [b]Saves:[/b] Fort +9, Ref +1, Will +0 [b]Abilities:[/b] Str 29, Dex 13, Con 25, Int 3, Wis 10, Cha 6 [b]Skills:[/b] Listen +2, Spot +5 [b]Feats:[/b] Endurance, Improved Initiative (b) [b]Environment:[/b] Temperate plains [b]Organization:[/b] Herd (10-40) [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 3-6 HD (Large) [b]Level Adjustment:[/b] — [b]Frightful Presence (Ex):[/b] 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. [b]Haste (Su):[/b] A cow of legend is supernaturally quick. It continually acts as if under the effects of a [i]haste[/i] spell. [b]Skills:[/b] Cows of legend receive a +4 racial bonus to Spot checks. [b]Warbeast Cow Large Animal Hit Dice:[/b] 3d8+12 (25 hp) [b]Initiative:[/b] -2 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 9 (-1 size, -2 Dex, +2 natural), touch 7, flat-footed 9 [b]Base Attack/Grapple:[/b] +2/+12 [b]Attack:[/b] Headbutt +7 melee (1d6+9) [b]Full Attack:[/b] Headbutt +7 melee (1d6+9) [b]Space/Reach:[/b] 10 ft./5 ft. [b]Special Attacks:[/b] -- [b]Special Qualities:[/b] Combative mount, low-light vision [b]Saves:[/b] Fort +7, Ref -1, Will +1 [b]Abilities:[/b] Str 22, Dex 7, Con 18, Int 1, Wis 10, Cha 2 [b]Skills:[/b] Listen +4, Spot +8 [b]Feats:[/b] Endurancem Run [b]Environment:[/b] Temperate plains [b]Organization:[/b] Herd (10-40) [b]Challenge Rating:[/b] 2 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 3-6 HD (Large) [b]Level Adjustment:[/b] — [b]Combative Mount (Ex):[/b] 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. [b]Skills:[/b] War cows receive a +4 racial bonus to Spot checks. [b]Uddercap (Large monstrous spider/Cow crossbreed) Large Magical Beast Hit Dice:[/b] 3d10+3 (13 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] 30 ft. (6 squares), climb 10 ft. [b]Armor Class:[/b] 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11 [b]Base Attack/Grapple:[/b] +3/+10 [b]Attack:[/b] Bite +5 melee (1d8+4 plus poison) [b]Full Attack:[/b] Bite +5 melee (1d8+4 plus poison) [b]Space/Reach:[/b] 10 ft./5 ft. [b]Special Attacks:[/b] Poison, web [b]Special Qualities:[/b] Low-light vision, tremorsense 60 ft. [b]Saves:[/b] Fort +4, Ref +4, Will +1 [b]Abilities:[/b] Str 17, Dex 12, Con 12, Int 4, Wis 10, Cha 2 [b]Skills:[/b] Climb +11, Hide +1, Listen +3, Spot +7 [b]Feats:[/b] Endurance [b]Environment:[/b] Temperate plains [b]Organization:[/b] Herd (10-40) [b]Challenge Rating:[/b] 2 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 4-9 HD (Large) [b]Level Adjustment:[/b] — [b]Poison (Ex):[/b] Injury (bite); Fort save DC 12; initial and secondary damage 1d6 Str. [b]Web (Ex):[/b] 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. [b]Tremorsense (Ex):[/b] 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. [b]Skills:[/b] 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. [/QUOTE]
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