Ram

Ram
Level 1 (+1)
"Those things are dangerous, and smarter than you think. They let you walk up, pet em’, feed em’, then the moment you turn your back...well…they ram you."
——Turngo Briarbear, Dwarven Ranger
Rams are male bighorn sheep that prefer to live in the mountains. They have long, curved horns, long white to grey fur, and split hooves. Depending on the breed of Ram, their horns can weigh almost 30 lbs. Rams are around 5 to 6 feet tall, and can grow upwards of 300 lbs. While mostly neutral, they are known to be somewhat territorial, and have a habit of running into intruders with their thick, heavy horns, knocking them down and leaving a nasty wound in their side. Strangely enough, Rams also settle personal disputes over food, territory, and selection of mates, much the same way.
Awareness
13
Senses
Normal
Initiative
14/1d10
Hitpoints: 11
Healing Value: 2
Resilience: +3
Morale
0
AC
13/13
Touch
12
Fort
11
Reflex
12
Will
11
Defenses
Resistances: Daze Resist (2).
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
12 / 14
DEX
13 / 15
CON
12 / 14
INT
1 / 2
WIS
11 / 12
CHA
4 / 5
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+3 vs AC (ArN 2)
Headbutt
1d8 + 1 (avg 6) Bludgeoning damage
Melee Reach 5ft • One creature
The Ram slams its heavy horned head into the target.
1d8 + 1 (avg 6) Piercing damage
Grapple +2
Special Attacks (3 AP)
+3 vs AC (ArN 2)
Ramming Headbutt  • Basic
1d8 + 1 (avg 6) Bludgeoning damage
Melee Reach 5ft • One creature
The Ram charges into it's target, horns bared for maximum damage. The Ram moves up to its Sprint Speed and makes an attack. On a hit, targets of Medium size or smaller are knocked Prone.
+3 vs AC
Battering Ram [1/rest]
1d8 + 1 (avg 6) Bludgeoning damage
Area 40ft line, 5ft wide • All creatures in line, until the Ram misses or a target does not fall Prone.
The ram rushes forward in a straight or gently curving line, driving through as many opponents as it can. Move the ram up to the first target in line and make an attack. On a hit, targets of Medium size or smaller are knocked Prone. If the target is successfully knocked Prone, the Ram continues moving to the next target in line, making an attack on that target. It continues in this fashion until it misses, fails to knock a target Prone, or has moved a total of 40ft.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
40 ft
Sprint
60 ft
Overland Movement
40 mi/day
Qualities
  • Animal Instincts: Animals do not suffer penalties to their Initiative Score, Awareness, or Sensory Skills due to their low intelligence. (inc)
  • Natural Armor: AC +1/+1 (inc)
Skills: Balance R2 (+5), Climb R3 (+6), Escape R1 (+3), Jump R2 (+5), Swim R1 (+2), Listen R2 (+4), Spot R1 (+2)
Feats: Daze Resistance
Philosophies: Rank 1 Mental, Rank 2 Physical
Combat Training: None
Wits: +2, Brawn: +4
Equipment: None
Charm
-2
Coercion
-2
Deception
-2
Manipulation
-2
Persuasion
0
Aloofness
-2
Bravery
-2
Intuition
0
Tolerance
-2
Suspicion
0
Social
Composure: -
Languages: None
Motives: Eat Food, Protect Territory
Prejudices: