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Long-horned Bison

Creature 6 — animal

Pre-Remaster content. May include legacy alignment.

CrasherLANDanimal

Much like their smaller bison cousins, long-horned bison are bovines with short faces, two horns, a shaggy coat, and a noticeable hump on their back. Despite their relation to more placid bovines, however, long-horned bison are ill-tempered and territorial. Their tread shakes the ground, while the thunder of their stampedes can be mistaken for an earthquake. Long-horned bison weigh upwards of 4,500 pounds and measure up to 9 feet tall and 16 feet long. Their horns, measured tip to tip, can be al

Source: quest-for-the-frozen-flame-bestiary (Pre-Remaster)

Perception +13; scent (imprecise) 60 feet
Skills athletics +16, survival +13
Str
+6
Dex
+2
Con
+5
Int
-5
Wis
+3
Cha
+0
AC 23 Fort +17 Ref +12 Will +12
HP 110
Speed 35 feet

Offense

Melee Hoof (reach-10) +16, Damage 2d8+8 bludgeoning
Melee Horn (reach-10, unarmed) +16, Damage 2d10+8 piercing plus Knockdown

Abilities

Cold Adaptation — The bison reduces the effects it suffers from cold environments by one step.
Toss
Pointed Charge — The bison surges toward its foe, horns lowered. It Strides twice. If the bison ends its movement with an enemy within its reach, it makes a horn Strike against that enemy. The strike gains the fatal d12 trait.
Rolling Thunder — The bison kicks up dust and shakes the ground as it charges. The stampeding bison Strides up to twice its Speed in a straight line, dealing 4d8+8 bludgeoning damage (DC 24 Reflex) to any Large or smaller creature in its path.Multiple bison can participate in Rolling Thunder by spending this ability's actions and waiting to charge until the herd is ready. Before the beginning of its next turn, a bison can then charge as a reaction triggered by an adjacent bison beginning its Rolling Thunder charge. All bison in the combined charge must charge in parallel lines, so the areas can't overlap. The combined charge deals an additional 3d8 bludgeoning damage to creatures in the area, and a creature that fails the Reflex saving throw is also knocked Prone.
Knockdown

WORKS WELL WITH

AnvilLANDA frontline body holds ground and opens a straight lane for the charge's bonus to hit and the trampling line attack to land cleanly.
FlankerLANDA mobile skirmisher exploits the Off-Guard state left by the charge's knockdown.
SnareLANDBattlefield control that herds enemies into a line lets the trampling attack catch more of them at once.

PUNISHES

✖ clumping in a straight line✖ narrow corridors✖ low Reflex saves
Avoid pairing with another Crasher; both need an open lane to charge and will compete for the same terrain.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #176: Lost Mammoth Valley.

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