Traits
Charge. If the Brahmin moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Two-Headed. The Brahmin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, stunned, or knocked unconscious.
Timmid. The Brahmin has disadvantage on saving throws against being frightened.
Rad Pool. Brahmin have a rad pool of 30 points.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) melee damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) melee damage.
Reactions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) melee damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Description
Descendants of pre-War cattle, brahmin are very weak animals that have been domesticated and herded throughout the years since the Great War. They can be seen wandering in herds around the Mojave Wasteland, albeit rarely.
Through their domestication, they have been used primarily for meat and milk, and their hides are tanned to make leather. Traders use them to carry heavy loads, while others keep them as pets.
Biology
As a result of the constant exposure to radiation, these formerly normal cows have sprouted a second, independent head. Ironically, after so many years of having this mutation, brahmin born with only one head are considered to be mutants. Brahmin have eight stomachs and, according to Some, male brahmin have four testicles. Their skin has turned a toasty, dusty orange-red color from exposure to radiation, and their horns have become a dirty brown. Their udders almost drag on the ground.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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