Beasts of Bestiaries #4 - The Wether [Archive] - Wizards Community

Post/Author/DateTimePost
Raymond_Luxury_Yacht

08-30-05, 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.