Auroch

Wild Cryptid (Level 4) Rational "Master the Sacred Earth" Post Tags: Prehistoric
M: 5, D: 4, S: 1
HP/AP: 6/0, MP: 9, DEF: +4, SOAK: 0
APR: 1, INIT: +0 , SIZE: Personal
Skills: Nature +3
Languages: Wild
Domains: Grasslands, Temperate, Woodlands
Armor & Shield: Tough Hide
Strategy: (Gore || Trample)

Passive

Boons: Magic
Traits: Darkvision +6 Keen Senses +6 Legendary Resistance Regenerates +1
Auras: Aura of Sanctification +6

Active

Attacks:
  • Gore +7 : 5 (First Strike)
  • Terror Roar +7 : 0 (Frightened)
  • Trample +7 : 1d6
Spells: Control (Earth) +4 Unencumber +4

Lore

Flora and fauna seem to bow in its presence as the beast blankets everything in a golden glow.

The Auroch is a towering bull with a coat of bronze and horns of polished ivory. It emits a sacred aura that sanctifies everything in its area of effect and can instinctually command the earth per the spell Control (Earth). Aurochs are said to be guardians of the wild places, worshipped by Orcish clans as good omens in times of war, and by giants as sacred livestock for their ambrosial milk. Larger and more muscular than any mundane ox, these beasts are incapable of being encumbered; for this reason, druidic circles pay homage to the Auroch in hopes that it will repay their devotion with impossible labors. If threatened, an Auroch can be a dangerous foe due to its stupefying roar and earth-shaking charge.

Fighting the sacred Auroch for no good reason is likely the behavior of evildoers, but if your PCs should find themselves in an encounter with one, the beast will keep its cool and act defensively until violence is the only option and it tramples or gores everyone to death. Consider that the party’s molestation of a lone Auroch (or its herd) will not go unnoticed. The cultural reverence these creatures enjoy from surrounding peoples is enough protection to make their aggressors think twice about hunting them.