Bovines
A collection of classic gunslinging cowfolk. These bovines are always adorned with cowboy hats, boots with spurs, and at least one trusty six-shooter. They come from the far-off plane of Western Cowvania, and do not usually travel across the multiverse. On Cowvania they travel the endless meadows of their homeworld in herds, some as small as 6 cowfolk and the largest totalling thousands of cowfolk.
Occasionally, wizards will snatch them from their home world for nefarious purposes. If they escape or are freed, they will then try to adjust to their new plane - but they attempt to create a herd, which can be very damaging to the local environment. This causes the escaped cowfolk to be at odds with the natives. Perhaps your heroes are asked to stop the new cowfolk herd from destroying a farmers field - or maybe the cowfolk ask your party to convince a local town to leave them alone.
Made for Monster Monday: High Noon.
Whenever you roll a 12, roll an additional die of the same size and add it to the total.
- •Six-Shooter.(Range 12) 1d12.
- •You Get the Horns!2d12.
These are basic Gunslinger grunts. They always fire all six shots of their six shooter before they use their melee attacks.
Unless you are surprised, you act first in combat.
- Six-Shooter (x2).(Range 12) 1d12+1
These Gunslingers take pride in their gunslinging, never letting another get the draw on them. They travel alone to hone their six-shooting skills.
If a hero looks at you for too long (performs 2 actions against you that require sight in the same turn) they become Enraptured (They cannot attack another creature, have a speed of 0, and take 1d6 radiant damage after each action) by you until they are magically healed or reduced to 0 HP.
- Divine Pistol.1d12.
Range: 12
Holy Cows are sent to punish poachers. If you find someone who died with no injuries in an area with an often poached animal, beware - and don't look too closely.
- •First Aid (once).Heal one ally for 2d12+6.
- •Six-Shooter.2d12.
These cows have trained in the art of healing to protect their herd. Don't forget that its a war crime to purposely target medics!
You gain advantage on ranged attacks made while in melee.
- •Stab.1d12+2.
Then:
- •Six-Shooter.(Range 12) 1d12
These swordscows have trained for years in the art of the gunblade - a sword that has a revolver strapped to it.
You can interpose for free as many times as you want .
- •Six-Shooter (x2).(Range 12) 1d12+4.
- •You Get the Horns!3d12.
These cows are leaders of small herds of gunslingers. They are dangerous at range and in melee, and will always try to prevent their fellow gunslingers from dying with their interpose reaction.
Allies within Range: 6 roll an additional d12 when they attack.
- •Six-Shooter (x4).(Range: 12) 1d12..
Then:
- •CoMOOOO to me!
Summon 1d12 Bovine minions (1d12 at Range:6, with the High Noon ability)
The ultimate Gunslinger, the Bovine Outlaw King rules over many herds of their kind. A typical King will travel with many Medics and Gunswordscows, but do not tend to travel with Herd Leaders (unless the King is holding court) or Sharpshooters (these bovines tend to be solitary).