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| Raymond_Luxury_Yacht08-30-05, 06:11 PM | After a several day break, since it was too damned hot to think, I've statted up another creature from medieval bestiaries. And now, here's R_L_Y with the wether. Wether Medium Animal Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural) Base Attack/Grapple: +1/+3 Attack: Headbutt +3 melee (1d6+3) Full Attack: Headbutt +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Worms in the Head Special Qualities: Low-light vision Saves: Fort +6, Ref +4, Will +0 Abilities: Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 4 Skills: Balance +2, Climb +3, Jump +7, Listen +1, Spot +1 Feats: Great Fortitude Environment: Any land Organization: Solitary, pair, or flock (3-12) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3-4 HD (Medium) Level Adjustment: - You see a goat. Wethers are much like normal goats, and have the same habits, except that they have worms in their head, which occasionally cause them to fly into berserk rages. A wether is the same size as a goat. Combat Wethers are very aggressive, and typically charge into battle with the slightest provocation. Worms in the Head (Ex): A wether that takes damage in combat flies into a berserk rage on its next turn, attacking madly until either it or its opponent is dead. It gains +4 to Strength. This rage ends after 1 minute. The following changes are in place as long as it rages: Grapple +5; Attack +5 melee (1d6+6, headbutt); Full Attack +5 melee (1d6+6, headbutt); Str 18; Climb +5, Jump +9. |