Aurochs

(Generated 455 times)
Namelist None
Tags
Fantasy
Mythic babylon
Raw
Rq6
Sartar
Rank Veteran
Race Cattle
Cult rank None
Notes RQ6 pg 331 Aurochs prefer to fight by charging threats with their gore attack. If the target is knocked prone and continues to move, the aurochs tramples until the victim stops responding. A successful charge increases the Damage Bonus to 2d8. If lamed an aurochs continues to fight in place until it collapses from exhaustion. Aurochs horns are capable of both Sundering and Impaling, and, if a foe is impaled, the bull on its next turn will attempt to throw its victim with a toss of its head. If the impaled victim is conscious, he may pit either his Athletics or Acrobatics against the Brawn of the bull. If successful, he may land safely on his feet or all fours. If unsuccessful, or if unconscious, the victim suffers the equivalent to a 1d6 metre fall and lands prone.
Creatorhkokko
Stats
STR 2d6+24
CON 3d6+10
SIZ 4d6+24
DEX 2d6
INT 2d6+4
POW 2d6
CHA
D20Hit locationArmor
01-02 Right Hind leg 4
03-04 Left Hind Leg 4
05-07 Hindquarters 4
08-10 Forequarters 4
11-13 Right Front Leg 4
14-16 Left Front Leg 4
17-20 Head 4
Attributes
Movement 12
Natural armor Yes

Non-random features

ListFeature
Ability ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent
Ability ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner

Standard skills

Athletics STR+DEX+4D10+20 Brawn STR+SIZ+3D10 Endurance CON+CON+8D10
Evade DEX+DEX+4D10 Perception INT+POW+3D10 Willpower POW+POW+5D10

Combat styles

Gore and TossSTR+DEX+30+D10

Weapon options

1-handed weapons

Amount: 2
Trample (1)
Gore (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Trample 1h-melee 2d6 E T - None Y Y 0 0 Legs
Gore 1h-melee 1d10 H M - Impale, Sunder Y Y 0 0 Head