Ankole

Huge beast, unaligned

Armor Class 12 (natural armor)
Hit Points 63 (6d10 + 24)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 19 (+4) 2 (-4) 11 (+1) 4 (-3)

Skills Perception +3
Senses passive Perception 13
Languages
Challenge 3 (100 XP)

SPECIAL TRAITS

  • Trampling Charge. If the ankole moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be forced prone. If the target is prone, the ankole can make one stomp attack against it as a bonus action.
  • Stampede. Creatures have disadvantage on Strength saving throws to avoid being forced prone by an ankole’s Trampling Charge if the ankole is in a group of three or more charging ankole, and no two are more than 10 feet apart.

ACTIONS

  • Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
  • Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 17 (2d10 + 6) bludgeoning damage.

ABOUT

This enormous bovine has a pair of curved horns and a deep, mahogany hide. Although initially appearing somewhat placid, it responds aggressively to threats.

Ankole are herd animals as big as elephants. Created by the titan Enkai for her chosen people, the Terrotu, these great cattle provide them with the meat, skins, and milk they need to survive.

Ankole can be trained for battle. The Tramplers, Terrotu’s elite warriors, and sorcerers who have the Ankole Bloodline sorcerous origin sometimes use trained ankole as mounts. Groups of ankole instinctively form a defensive circle when threatened, refusing to yield to predators until they are disabled.

Section 15: Copyright Notice

Southlands. © 2021 Open Design LLC. Authors: Richard Green with Wolfgang Baur, Basheer Ghouse, and Kelly Pawlik.

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