Stench KowLarge animal
Maneuvers. The stench kow uses maneuvers (maneuver save Difficulty 14). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
Stench. Any creature other than a stench kow that starts its turn within 1 meter of the stench kow must succeed on a Difficulty 12 Fortitude saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.
Gore. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 7 (1d6 + 4) piercing damage.
As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it up to 2 meters away from you and knock it prone.
You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).
You can increase the damage for each additional stamina die expended.