Death Cow
Large monstrosity, lawful evil
Armor Class
14 (natural armor)
Hit Points
90 (12d10 + 24)
Speed
30 ft.
STR
17 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Senses
passive Perception 14
Saving Throws
Str +6, Con +5
Skills
Animal Handling +4, Athletics +6, Perception +4
Languages
Bovine
Challenge
5 (1,800 XP)
Bovine Master. A death cow can take control of 1d6 cows located within 30 feet of it as per the dominate monster spell. Cows controlled in this fashion do not receive a Wisdom save, but are controlled automatically.
Cattle Guise. A death cow can voluntarily appear as a normal quadrupedal cow, indistinguishable from a normal cow. It can transform between cow and death cow form instantly. Its weapons only manifest in bipedal form. The true seeing spell will reveal the death cow’s true form.
Death Throes. When the death cow dies, it explodes, showering all creatures within a 30-foot radius with scalding blood and chunks of burning meat. Each creature in this area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.
Secret Speech. Death cows speak in a strange mooing tongue called Bovine that normally cannot be learned by non-cows. Those who wish to learn the language must succeed on a DC 20 Intelligence check and have a willing death cow as an instructor.
Actions
Multiattack. The death cow makes one bite and one greatsword attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
War Moo (Recharge 5–6). The death cow unleashes a deafening moo. All non-bovine creatures within 30 feet of the death cow that can hear the moo, must attempt a DC 13 Constitution saving throw and be deafened for 1 minute and take 28 (8d6) thunder damage on a failed save, or half as much damage without being deafened on a successful one.