Stench Kow

Large beast
Challenge

STR
4
DEX
0
CON
2
INT
−4
WIS
0
CHA
−3

15
2d10+4
12
Fort
+3
Ref
+3
Will
−2
Damage resistances cold, fire, poison

Speed 5 m.
Skills
Senses darkvision 10 m.

Maneuvers. The stench kow uses maneuvers (maneuver save Difficulty 14). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: charge, spring attack

Stench. Any creature without this trait 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 its next turn. On a successful saving throw, the creature is immune to all stenches by similar creatures for 24 hours.

Actions (1)

Gore. Melee Weapon Attack: +5 to hit. Hit: 7 (1d6 + 4) piercing damage.

Lower planesvgtm

Maneuvers

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.