Stench. Any creature other than a cattle corpse that ends its turn within 10 feet of the cattle corpse must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any cattle corpse for 1 hour.
Walking Bomb. The cattle corpse targets a creature that it can see within 30 feet of it and makes a full move towards it. If the cattle corpse ends its action within 10 feet of the target, it will explode and the target must make a DC 14 Constitution saving throw, taking 16 (4d8) necrotic damage on a failed save and becomes poisoned until the start of the target's next turn.
Graze. While a cattle corpse can see a creature outside of 30 feet from it, it will move half of its movement value towards the creature while grazing on vegetation. Creatures it moves towards in this manner do not notice its trajectory unless they pass a DC 17 Insight check.
Description
Cattle who are slowly killed and made undead by necrotic energies and poisonous waters or grasses may eventually become Cattle Corpses. These undead cattle stand and graze in fields, always a moments notice from exploding into clouds of necrosis. They look much like their former selves, though bloated from the toxic gasses filling up their bodies.