Ahtnab by Joe Chipperfield
Large Animal
Hit Dice: 7d8+49 (80 hp)
Initiative: +0
Speed: 20 ft.
AC: 19 (-1 size, +10 natural)
Attacks: Gore +13 melee
Damage: Gore 3d6+9+9
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Trample
Saves: Fort +12, Ref +5, Will +2
Abilities: Str 29, Dex 10, Con 25, Int 3, Wis 11, Cha 3
Skills: Listen +6, Wilderness Lore +6

Environment: Any land
Organization: Solitary, or Herd (20-40)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)


Large, cow-like creature very widespread throughout the world.

Found in dozens of areas, the ahtnab is one of the most adaptable herbivorous creatures in the world. Ahtnabs are able to thrive in almost any climate, surviving for weeks without food or water. Their adaptability makes them superb livestock, especially popular in harsh areas such as the desert. Ranchers throughout the world raise ahtnabs for the lucrative ahtnab-steak and ahtnab-hide markets. Nomadic cultures often weave cloth from ahtnab fur. Ahnab-skin cloaks and carrying cases are popular with the upper classes in the world. Wild ahtnab herds are less common, but some still roam free in a few untamed places.

Ahtnab calves are born in litters of two to four. The young are capable of walking within hours of birth. Young ahtnabs are raised and protected by their herd as a whole until they reach their full size, five years after birth. An ahtnab born outside a herd, or one who gets seperated from its elders, doesn't often survive to adulthood. If it does, its likely to become a massive rogue afraid of nothing. Ahtnabs have a natural life span of thirty to forty years.

Combat
Ahtnabs fight with their large horns only for protection.

Animals have low-light vision.


Trample (Ex) A few cultures use ahtnabs as war mounts. Naturally disposed toward fleeing enemies and fighting only in defence of their young, banthas can be trained (handle animal DC 18) to trample smaller enemies (4d6+14 points of damage, reflex save DC 22 for half damage). Ordinarily, a wild ahtnab forced to fight uses its long, spiraled horns to repeatedly buffet foes, but if panicked may trample opponents.

Society
Some culturs have important beliefs centered around ahtnabs. The Tuklen Raiders of the Tatlin Desert have special bonds with there ahtnab mounts. So strong are these ties that if a Tuklen's mount dies, the rider is sent into the wilds to either die or bond with a new ahtnab. The Udim priests are devoted to an unusual religion in which the ahtnabs are holy beasts, messengers of a divine power. Most people disagree, but not to the extreme of angering the Udim.

This creature has not yet been play tested.
This is not a kender type creature.

 



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