Zaarkher

An aggressive species of short haired ungulate bovine common to the southern regions of Oristan, although they have been found as far north as the Bishdan Peaks area.

Basic Information

Anatomy

The Zaarkher family contains three species:

Southern Zaarkher - found primarily in the Udzhek Plains, noted for its smaller size and shorter horns, prized for its milk
Central Zaarkher - found primarily in South Central Oristan, The largest of the three species and noted for its aggression
Domestic Zaarkher - found throughout the nations surrounding the Pedalaman Sea, slightly smaller than the Central Zaarkher and used as a beast of burden by the Orang peoples

Dietary Needs and Habits

Zaarkher feed upon grasses, small bushes, fresh leaves, berries, and some tubers

Additional Information

Perception and Sensory Capabilities

While a Zaarkher's sense of smell is quite acute, its vision is considered poor. When approaching a Zaarkher the Udzhek Tribes always approach from upwind and make soft reassuring noises to keep from the Zaarkher from having a negative reaction to their approach. The Domestic Zaarkher while much more mild mannered is still used on Orang farms as a guard animal due to its protective nature.
Zaarkher

Large beast, unaligned

AC: 13 (natural armor)
HP: 17 (2d10+6)
Speed: 40ft

STR: 20 (+5), DEX: 11 (+0), CON: 16 (+3), INT: 3 (-4), WIS: 10 (+0), CHR: 7 (-2)

Senses: Perception (passive) 10
Challenge: 1/4 (50 XP)

Special Traits:
Keen Smell: The Souther Zaarkher has advantage on Wisdon (Perception) checks that rely on smell
Trampling Charge: If the Zaarkher moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the buffalo can make one attack with its hooves against it as a bonus action.
Rage: When injured, a Zaarkher must make a DC 15 Wisdom saving throw. If it fails, the Zaarkher flies into a rage. The Zaarkher gains phenomenal strength and durability, but becomes reckless and less able to defend itself. The Zaarkher temporarily gains +4 to its attack and damage rolls, but suffers a –2 penalty to AC. The rage lasts until the it is slain or the danger is removed.
Stampede: A frightened herd of Zaarkher charges as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of size large or small that gets in their way, dealing 1d12 points of bludgeoning damage for every five Zaarkher in the herd. Each target may make a DC 17 Dexterity saving throw , taking full damage on a failed save, or half damage on a successful one.

Actions:
Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d6+5) piercing damage
Hooves: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d6+5) bludgeoning damage


Comments

Please Login in order to comment!