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Aurochs Herd

Massive aurochs herds roam the badlands of Belkzen, grazing upon the limited grass and plant life dispersed throughout the wasteland's valleys. Having adapted to the arid mountain terrain, aurochs herds eat a much more diverse diet of scrub and brush than their domesticated counterparts as they steadily migrate down the Flood Road. The herds show little patience for predators and demonstrate a preference for charging threats with their razor-sharp horns. Bull aurochs display natural instincts to strategically protect other, weaker members of the herd, often surprising intruders with their coordinated tactics and defensive maneuvers.

Recall Knowledge - Animal (Nature): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

Aurochs HerdCreature 7

Gargantuan Animal Troop 
Source Pathfinder #208: Hoof, Cinder, and Storm pg. 82
Perception +12; low-light vision, scent (imprecise) 60 feet
Skills Athletics +18, Survival +14
Str +6, Dex +2, Con +6, Int -5, Wis +2, Cha +2
AC 24; Fort +18, Ref +12, Will +12
HP 150 (16 squares); Thresholds 100 (3 segments), 50 (2 segments); Weaknesses area damage 10, splash damage 5
Stampede [reaction] Trigger The aurochs herd's Hit Points drops below a threshold; Effect The aurochs herd uses Trample but moves in a direction directly opposite of the threat; the DC increases to 27 and the bludgeoning damage increases to 4d6+6 (prone creatures take 5d6+6 bludgeoning damage instead).Troop Defenses
Speed 25 feet; troop movement
Circle of Horns [one-action] The largest males in the herd form a ring of protection around the more vulnerable members. The herd gains a +2 circumstance bonus to AC until the start of its next turn.Form Up [one-action] Horn [one-action] to [three-actions] Frequency once per round; Effect The aurochs herd makes a melee attack against each enemy within 5 feet (DC 22 basic Reflex save). The damage depends on the number of actions.
[one-action] 2d8+8 piercing damage
[two-actions] 2d8+10 piercing damage
[three-actions] 2d10+9 piercing damage
Puncturing Charge [two-actions] Requirements The aurochs herd has formed a Circle of Horns; Effect The aurochs herd Strides to an enemy and makes a Horn Strike, dealing 3d8+8 piercing damage plus Improved Knockdown.Trample [three-actions] Huge or smaller, hoof (3d6+6 bludgeoning damage; prone creatures take an additional 1d6 damage), DC 25 (any creature that fails its save is knocked prone)Troop Movement Whenever the aurochs herd Strides, it first Forms Up as a free action to condense into a 20-by-20-foot area (minus any missing squares,) and then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any of the herd's squares enter difficult terrain, the extra movement cost applies to the whole troop.

Sidebar - Related Creatures Unlikely War Beasts

Followers of Zagresh have a history of capturing wild aurochs for use in magical experiments, taking the strongest of a herd to make the beasts even larger and more aggressive. Once the aurochs have been transformed into monstrous goliaths, their captors bard them with armored plates and magical weapons that complement their horns. In battle, these aurochs are utilized to pull siege weapons, break through enemy defenses, and trample frontline forces.