Shaggy, musk-ox-like herd beasts kept as livestock across the deep underworld, wary of traps, hard to stampede, and devastating when a panicked herd charges.
Rothe (said roth-AY) are squat, powerful grazers much like musk oxen: thick shaggy coats, curved horns, cloven hooves. Two close strains exist, the small, magically gifted deep rothe and the bigger surface rothe. Coats are dirty brown, almost black on belly and legs; horns and hooves are dark green or black, ivory where fresh or broken. Their eyes are pinkish or yellow, and they talk in grunts, snorts, and sniffs. White ghost rothe can create temporary silence. Horns regrow, and a lost limb regenerates in about a season. The sexes look identical unless shorn.
Rothe bite for 1d8 (ghost 2d4) and slash with each horn for 1d3 (deep), 1d4+1 (surface), or 2d4 (ghost). The curve of the horns prevents goring except against something above the head, like a stirge or a rider, and such a hit gores for maximum horn damage.
Lookouts are always posted, and the herd quietly grazes away from any encircling move, net, or barrier. Knowing every drop in their range, rothe are not easily stampeded over cliffs as buffalo are. Panicked, they first try to outrun pursuers, then wheel and charge in a packed wedge that can smash walls and uproot trees, dealing 2d4+1 per charging rothe. Felling the leaders changes nothing, as the rest trample them and press on, and a charge by 8 or more hits automatically unless targets dodge clear.
A single rothe charges along a straight, level or downhill run of 60 feet or more, as an extra attack at THAC0 13 for 2d4 per current Hit Die (round down). Its own impact never stuns it, even onto spears, and even while dying that round it still makes its three normal attacks at +1. Its trampling hooves add 2d4 (deep) or 4d4 (surface), save for half. Charm, sleep, hold, and similar magic need 1d4+1 rounds to take hold even when they work.
Rothe avoid bright light and lair in caves, caverns, or thicket-screened overhangs. Agile climbers, they may flee up a cliff and trigger a scree slide that sweeps pursuers 6d10 feet downhill in a round for 6d6 damage (2d6 if mud and stones), halved by a Dexterity check. They need ample water for the moss, lichen, and ferns they eat but hate swimming, so keepers often pen herds on islands.
Herd members never fight one another, not even bulls. The strong guard the young and weak, some always watch while others graze, and all sleep standing, bunching into a wedge in storms or mudslides. Calves are visibly small and curious but obey adult signals; they are AC 7 with 1 HD, THAC0 19, three attacks for 1, 1, and 1d4, and movement 10 (deep) or 15 (surface).
Many underground peoples raise rothe for their beef-like meat. The furred hides make tents, cloaks, and warm clothing; some northern traders call it shield-against-the-winds fur. The bone is strong but turns brittle over time, seldom surviving six years of hard use, though boiling or steaming briefly softens it for weaving into iron-hard shield and tent frames. Polished horns become drinking-jacks and hunting horns, and fine ones are prized in the north. Rendered fat can replace an ingredient in potions of vitality.
Trained rothe serve as mounts for dwarves and smaller folk and as draft beasts. Teaching plowing or hauling takes about one ride (ten days) of leading and rewards of sweetgrass, berries, and flowers; steed training needs four to seven rides, more for extra commands. Sickness or a fright, such as seeing livestock killed or being kept near a big fire, slows it down.
The deep strain feeds many drow and duergar communities. It is 4 feet at the shoulder and nearly as wide, has 90-foot infravision, eats fungi, moss, and lichen, is immune to all mold and fungus spore or contact effects, and ignores the cold of the deepest icy caves. To dislodge bats and stirges it can slam its head and shoulders into rock without warning, for half charge damage and no save to reduce it. Twice per day each can conjure dancing lights out to 140 yards, varying hue and motion to signal danger, food, or location; adventurers often mistake them for will o' wisps or unseen mages.
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| Climate/Terrain | Any/subterranean |
|---|---|
| Frequency | Uncommon |
| Organization | Herd |
| Activity Cycle | Any |
| Diet | Herbivore |
| Intelligence | Animal (1) |
| Treasure | Nil |
| Alignment | Neutral |
| No. Appearing | 2-20 |
| Armor Class | 7 |
| Movement | 9 |
| Hit Dice | 2 |
| THAC0 | 19 |
| No. of Attacks | 3 + special |
| Damage/Attack | 1-3/1-3/1-8 |
| Special Attacks | Charge |
| Special Defenses | See below |
| Magic Resistance | Nil |
| Size | M (4' high) |
| Morale | Average (10) |
| XP Value | 65 |