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From Pathfinder #207: The Resurrection Flood, which isn't enabled.

Aurochs

CREATURE 3

This massive bovine looks like a larger, wilder version of the domesticated cattle found throughout the Inner Sea region. During winter, vast herds of the animals roam the southern reaches of the Realm of the Mammoth Lords, but as the ice high in the mountains begins to melt, the aurochs migrate south into Belkzen, following their ancestral route along the Flood Road. Once the water flows in earnest and turns to massive floods, the sudden surge of greenery provides the aurochs with all the food they need to survive.

Aurochs are essential to life in Belkzen. Not only do the orcs there hunt the wild cattle for their meat, but they use every part of the aurochs, from hide to bones, to craft their weapons and tools. The aurochs' arrival prompts the beginning of the Flood Truce, during which the usually war-focused orc holds cease all hostilities to take advantage of this time of plenty.

While groups of 20 or fewer animals are sometimes encountered, most aurochs travel in herds that stretch to the horizon. The land thunders under the weight of these herds, and the dust kicked up by their hooves is often spotted days before the aurochs—or the floodwaters that spurred their migration—arrive.

Aurochs bulls stand between 6 and 7 feet tall at the shoulder and weigh around 2,500 pounds, although prodigious specimens can grow to over 7 feet tall and 3,000 pounds. Cows are smaller, standing near 6 feet at the shoulder and weighing up to 2,000 pounds. All aurochs have slightly curved horns that grow up to three feet long from base to spear-sharp tip.

The aurochs is represented in much of Belkzen's artwork. Not only are the animals vital to survival in that unforgiving land, but their strength, power, and tenacity serve as potent symbols for orc holds.

Aurochs Rolling

Farmers throughout the Inner Sea often joke about cow tipping: sneaking up on an unsuspecting bovine and pushing it over while it sleeps. But since cattle sleep lying down, the animal usually has the last laugh. Nonetheless, some younger orcs in Belkzen spend evenings creeping up on sleeping aurochs to roll them over. This usually results in little more than a startled aurochs.


Perception +9; low-light vision, scent (imprecise) 30 feet
Skills Athletics +11, Survival +9
Str +4, Dex +3, Con +4, Int -4, Wis +1, Cha -1

AC 18; Fort +12, Ref +9, Will +6
HP 42
Easily Spooked

The aurochs gains a +5-foot-status bonus to Speed while Frightened.

Safety in Numbers

Aurochs move together to keep safe from predators. While within 10 feet of another aurochs, the aurochs gains a +1 circumstance bonus to AC.


Speed 25 feet
Melee Hoof +10, Damage 1d8+6 bludgeoning
Melee Horn +10 (unarmed), Damage 1d8+6 piercing plus Knockdown
Trample

Medium or smaller, hoof, DC 19 basic Reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Wild Charge

The aurochs Strides twice and makes a single horn Strike against any foe along its path.

Knockdown

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry

Effect The monster attempts to Trip the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Pathfinder #207: The Resurrection FloodORC