Cattle (5e Creature)

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Cattle[edit]

Large beast, unaligned


Armor Class 10 (natural armour)
Hit Points 22 (3d10 + 6)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


Charge. If the bull moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

ACTIONS

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.


Cattle-in-France.jpg
A medium herd of cattle.(Source)

Cattle are large quadrupedal ungulate mammals with cloven hooves. Most breeds have horns, which can be as large as the Texas Longhorn or small like a scur.

Cattle are ruminants, meaning their digestive system is highly specialized to allow the use of poorly digestible plants as food. Cattle are known for regurgitating and re-chewing their food, known as "cud" chewing.

They are raised primarily as draft animals (particularly the gelded males), and for dairy products (mainly cheese, but also yogurt, butter, milk and cream). When slaughtered (typically before winter, or for feasts and festivals), their meat feeds many, and their hides are a useful byproduct. They are occasionally used in certain sports. Cattle are among the oldest forms of wealth, and cattle raiding consequently one of the earliest forms of theft.

Variant: Aurochs

The ancestral form of cattle, the aurochs can still be found in the woods and parklands of most D&D settings. Almost as large as small-breed elephants, aurochs are considered one of the great challenges of hunting. The above stats can be used for young aurochs and cows; full grown bulls have a Strength score of 18 (+4) and a Constitution score of 16 (+3), 34 (4d10 + 12) hit points, a ram that deals 8 (1d8 + 4) bludgeoning damage, and a Charge adding 9 (2d8) damage, instead of 7 (2d6) damage.

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