Runebranded Aurochs

Large monstrosity, unaligned

Armor Class 13 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 19 (+4) 2 (-4) 12 (+1) 12 (+1)

Damage Immunities lightning
Senses darkvision 30 ft., passive Perception 11
Languages
Challenge 3 (700 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Keen Smell. The aurochs has advantage on Wisdom (Perception) checks that rely on smell.
  • Lightning Horns. When the aurochs takes lightning damage, blue bolts of electricity crackle between its horns. The next time the aurochs hits a target with its gore attack before the end of its next turn, it deals extra lightning damage equal to the lightning damage that triggered this ability.
  • Storm Step. When the aurochs moves its full speed, it rises off the ground on a billow of storm clouds. Until the end of its next turn, the aurochs can effortlessly climb vertical surfaces, it takes no damage from falls, and its gore attack deals an additional 7 (2d6) lightning damage.
  • Trampling Charge. If the aurochs moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be forced prone. If the target is prone, the aurochs can make another attack with its hooves against it as a bonus action.

ACTIONS

  • Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 3 (1d6) lightning damage.
  • Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

ABOUT

In the wild places where the ancient breed of cattle known as aurochs roam, there are those specimens that, whether through magical accident, fate, or manipulation, develop to be even wilder, stronger, and deadlier than their already formidable kin, with powers over the very elements of the natural world.

These extraordinary aurochs become legendary and prized among those who hunt such creatures for meat, leather, or sport or those who seek to tame such wild beasts. The strange markings that develop along their hides have given these creatures the name runebranded aurochs, though other colorful names exist as well, such as elemental aurochs, storm cattle, and lightning bulls. While a skinned runebranded aurochs can provide strong leather suitable for crafting, the rune markings on its hide rarely possess any lasting magic after the creature’s death. Only the most powerful or eldest runebranded aurochs those who have thrived in the wilds for an exceptionally long time or were otherwise subject to excessive whims of destiny-might bear runes on their hides capable of being transferred to weapons or armor. Such aurochs are apt to develop even stranger abilities such as magical flight, total immunity to their element, and even advanced size and intellect.

The runebranded aurochs presented here was created by a magically charged storm or some other electrical process. Although this is a common form of the animal, other sources can make runebranded aurochs attuned instead to fire, cold, or more exotic elements. Such aurochs possess similar abilities, but their attacks and resistances are of a different energy type.

A runebranded aurochs will rarely take a rider or do domesticated work willingly.

Beastmasters may find means by which to keep such animals for show or as particularly brutish guard beasts, but runebranded aurochs will always try to break free in order to seek the wilds and other aurochs.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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