Aurochs
Aurochs
Lone Giants. These massive creatures roam the desert wastes of Zin and the desolate climbs of Assur, preferring to keep to themselves. As the land grows colder during the winter months these gentle creatures can be found moving in small herds, only to split up again as the weather grows warmer.
"God brings them out of Egypt; He is for them like the horns of the Aurochs."
Numbers 23:22
Legendary Strength. The aurochs was known widely throughout the fertile crescent for its strength. It was highly prized as a pack animal, but only those who could contain these unstoppable beasts who were known to plow unknowingly through fences and walls in their search for greener pastures.
Large Beast, unaligned
Armor Class 15
Hit Points 56
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 12 (+1) | 18 (+4) | 6 (-2) | 10 (+0) | 6 (-2) |
Senses Passive Perception 10
Challenge 2 (450 XP)
Features
Strong Frame. The Aurochs counts as one size larger when determining the weight it can push, pull, lift, or break.
Territorial. The Aurochs has advantage on Perception checks and Attack rolls when it is in a region it considers to be its territory.
Actions
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d6+5) piercing damage, and the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a direction of the Aurochs's choice.
Challenge. The Aurochs dips its hooves and bellows a challenge to combat. The Aurochs gains 5 temporary hit points and can add 10 points of damage to its next Gore attack.
Did You Know?
The Aurochs officially went extinct in the 1600s and has often faded from the collective memory of the human race. Although the word "aurochs" appears many times in the Bible, most English translations change it to read simply "wild ox" for the sake of clarity.
Bible5e custom monster. Its specific traits supplement the current rules. See Using Bible5e Monsters.