Though domestic cattle are normally docile, they can be dangerous if roused to anger, especially the bulls. Celestial versions of such animals dwell in the Upper Planes also, whence they are occasionally summoned into battle by spellcasters.
Contents
Bull
This stocky quadruped has long, forward-curved horns, and snorts angrily as it lowers its head to charge.
Mature bulls can be up to 6 feet tall at the shoulder, and weigh as much as 3,500 pounds.
Combat
A bull usually charges at the most prominent or nearest enemy and tries to gore it with his horns. If other creatures get in the bull’s way, he tramples them under his hooves.
Bull
Large animal
Init +0; Senses low-light vision, scent; Perception +9
Defense
AC 13, touch 9, flat-footed 13 (−1 size, +4 natural)
hp 26 (3d8+13)
Fort +6, Ref +3, Will +1
Offense
Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (2d6+9, DC 17)
Statistics
Str 23, Dex 10, Con 17, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Perception +9
Morale craven (−2)
Ecology
Environment temperate plains
Organization solitary, pair, or herd (3d10)
Special Abilities
Trample (Ex)
As a full-round action, a bull can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the bull does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take 2d6+9 damage.
Targets of a trample can make an attack of opportunity, but at a −4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a DC 17 Reflex save to take half damage. The save DC is Strength-based.
A bull can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Bull (celestial)
Celestial bulls can be summoned with the summon monster II spell.
Bull (celestial)
Large animal (extraplanar, good)
Init +0; Senses darkvision, low-light vision, scent; Perception +9
Defense
AC 13, touch 9, flat-footed 13 (−1 size, +4 natural)
hp 26 (3d8+13)
Fort +6, Ref +3, Will +1
SR 8
Resist cold 5, fire 5
Offense
Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (2d6+9, DC 17), smite evil
Statistics
Str 23, Dex 10, Con 17, Int 3, Wis 11, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Perception +9
Languages Celestial (can’t speak)
Morale mercenary (+0)
Ecology
Environment celestial realms
Organization solitary, pair, or herd (3d10)
Special Abilities
Smite Evil (Su)
Once per day, as a swift action, a celestial bull can add +3 to its damage rolls against an evil creature; this bonus persists until the opponent is dead or the encounter is concluded.
Trample (Ex)
As a full-round action, a celestial bull can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the bull does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take 2d6+9 damage.
Targets of a trample can make an attack of opportunity, but at a −4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a DC 17 Reflex save to take half damage. The save DC is Strength-based.
The bull can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.