Generals of the Animal Kingdom, King Ox
“Meet King Ox: the colossal, indestructible powerhouse with a flaming meteoric mace and the power to crush entire kingdoms!”
King Ox is a majestic and terrifying figure, an ancient, towering being standing at 25 feet tall with a hulking, muscular body that weighs over 6,000 pounds. His fur is thick and a deep, rich brown, with streaks of silver running through it like ancient scars, marking the passage of time. His broad chest is adorned with golden armor, etched with symbols of divine power, while his massive, spiraled horns—dark and polished like obsidian—frame his face, giving him a regal and intimidating presence. His eyes, glowing with a soft amber hue, are piercing and wise, reflecting centuries of experience and unyielding authority.
King Ox’s behavior is marked by a calm, deliberate nature. He speaks rarely, but when he does, his voice resonates with the weight of ancient knowledge, commanding respect and obedience. His movements are slow but deliberate, and his patience is boundless—unless provoked. While he prefers diplomacy and deliberation, his wrath is legendary. When angered, King Ox becomes a force of nature, his strength rivaled only by the fury of storms and the earth itself. His demeanor reflects both wisdom and an unwavering sense of duty, making him a respected yet feared figure among his followers and adversaries alike.
King Ox resides in a vast, mountainous plateau within the Peaceable Kingdoms, a region of mist and eternal twilight. His realm is a sanctuary of tranquility, surrounded by majestic stone walls and towering, enchanted trees. The air is thick with magical energy, and the land is alive with vibrant flora and fauna, all under King Ox’s protection. His citadel, a colossal structure of ancient stone and enchanted gold, stands as a testament to his eternal reign, overlooking the peaceful plains below and the tumultuous skies above, where storms often brew in reflection of his power.
Modus Operandi: As a ruler, King Ox operates with methodical precision, often taking a hands-on approach to ensure his rule remains unchallenged. He is a master tactician, preferring to remain a silent observer until it is time to act. In battle, he is an unstoppable force, using his immense strength and his weapon, a meteoric mace imbued with fiery and electrical powers, to crush enemies. He can summon storms, cause earthquakes, and wield devastating magic when needed, but often uses his formidable presence and wisdom to avoid unnecessary conflict. When it is required, however, he will lead his forces—comprising loyal warriors and guardians—into battle with unyielding might, obliterating those who threaten the peace.
Motivation: King Ox is driven by an unshakable sense of responsibility to maintain order and protect the peace of his realm. His motivations are rooted in his role as a guardian of stability, and he believes that the forces of chaos and disorder must be quelled at any cost. His primary focus is to safeguard the peace of the Peaceable Kingdoms and to protect its inhabitants from any who would bring destruction.
Though he is a wise and patient ruler, King Ox’s motivations are shaped by a deep sense of duty to preserve balance and order—his personal desires are secondary to the welfare of his domain. He is willing to take extreme measures to preserve the peace, making him both a protector and an unforgiving judge to those who threaten his kingdom.
King Ox 5e
King Ox 3.5
King Ox
Huge celestial (ox-formed spirit), lawful neutral
Armor Class 24 (natural armor)
Hit Points 800 (50d12 + 400)
Speed 50 ft., fly 90 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
34 (+12) | 20 (+5) | 30 (+10) | 26 (+8) | 28 (+9) | 30 (+10) |
Saving Throws Strength +21, Dexterity +15, Constitution +19, Wisdom +18, Charisma +19
Skills Athletics +21, Intimidation +19, Insight +18, Perception +18, Religion +16, Survival +18
Damage Immunities Fire, Lightning, Necrotic
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., passive Perception 28
Languages Celestial, Common, Draconic, Infernal, Sylvan
Challenge 30 (155,000 XP)
TRAITS
- Legendary Resistance (3/Day). If King Ox fails a saving throw, it can choose to succeed instead.
- Divine Presence. King Ox exudes an aura of divine might. Creatures of its choice within 30 feet have disadvantage on saving throws against being frightened or charmed.
- Aura of Righteous Fury. Allies within 30 feet of King Ox deal an additional 3d6 radiant damage with all weapon attacks.
- Charge of the Celestial Bull. If King Ox moves at least 20 feet in a straight line toward a creature and hits with a melee attack on the same turn, the target must succeed on a DC 27 Strength saving throw or be knocked prone and take an additional 3d12 bludgeoning damage.
- Innate Magic. King Ox can cast the following spells without needing material components:
- At will: Detect Magic, Greater Invisibility, True Seeing, Hero’s Feast
- 3/Day: Meteor Swarm, Divine Word, Sunbeam, Wall of Force
- 1/Day: Wish (but only to undo great injustice or restore balance)
- Regeneration. King Ox regains 50 hit points at the start of its turn. If it takes radiant damage, this trait doesn’t function on that turn.
- Magical Resistance. King Ox has advantage on saving throws against spells and other magical effects.
- Bull’s Endurance. King Ox can choose to take an additional action on its turn once every 3 rounds, enabling it to either make an additional melee attack or take a defensive posture (advantage on saving throws for the round).
ACTIONS
- Multiattack. King Ox makes three attacks: one with its meteoric mace, one with its horns, and one with its stomp.
- Meteoric Mace. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 42 (6d8 + 12) bludgeoning damage plus 18 (4d8) fire damage. On a critical hit, the target takes an additional 6d10 radiant damage and must succeed on a DC 27 Constitution saving throw or be stunned until the end of King Ox’s next turn.
- Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 35 (4d10 + 12) piercing damage plus 9 (2d6) lightning damage. On a critical hit, the target is pushed back 20 feet and must make a DC 27 Dexterity saving throw or be knocked prone.
- Stomp. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 39 (5d8 + 12) bludgeoning damage. The target must succeed on a DC 27 Constitution saving throw or be stunned until the end of King Ox’s next turn.
- Divine Smite (Recharge 5-6). When King Ox hits with a melee weapon, it can expend one of its divine smites to deal an additional 6d10 radiant damage. This radiant damage ignores all resistances.
- Celestial Charge (Recharge 5-6). King Ox charges 60 feet in a straight line toward a creature, making a horn attack. The target must succeed on a DC 27 Strength saving throw or take 10d12 bludgeoning damage and be knocked prone. On a failed save, all creatures within a 10-foot radius of the target must make a DC 27 Dexterity saving throw or take 5d12 thunder damage.
- Shockwave (Recharge 5-6). King Ox stomps the ground, creating a shockwave in a 60-foot radius. Each creature in the area must succeed on a DC 27 Dexterity saving throw or fall prone and take 45 (6d10) thunder damage. Structures take double damage.
LEGENDARY ACTIONS
King Ox can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. King Ox regains spent legendary actions at the start of its turn.
- Move. King Ox moves up to half its speed.
- Divine Strike (Costs 2 Actions). King Ox strikes with its meteoric mace, dealing an additional 6d10 radiant damage on a hit.
- Devastating Charge (Costs 3 Actions). King Ox moves up to 30 feet in a straight line and makes one horn attack against a creature. On a hit, it deals an additional 4d10 radiant damage.
REGIONAL EFFECTS
The region within 5 miles of King Ox’s lair is influenced by its celestial aura. The following effects are active within this radius:
- Divine Shield. The area is protected by a faint divine shield. Magic cannot function to cause destruction or harm within this area (e.g., no harmful weather, or curses) unless the caster succeeds on a DC 30 Wisdom (Arcana) check.
- Radiant Resplendence. All light within this region appears to shine brighter. Creatures within the region who are of good or neutral alignment gain advantage on saving throws against fear and charm.
- Eternal Vigilance. The land is heavily warded against darkness. Undead and fiends within the radius of King Ox’s domain are incapable of regenerating or regaining hit points, and creatures of evil alignment suffer disadvantage on Stealth checks.
LORE & BACKGROUND
King Ox is a celestial spirit of immense power, entrusted with the task of maintaining balance across both the mortal and divine planes. As a guardian of the righteous, King Ox does not fight for personal gain but to preserve the natural order of the cosmos. He appears in times of dire need, either to aid the forces of good or to punish those who stray from their destined paths.
In ancient times, King Ox was one of the first beings summoned to the material plane during the creation of the world. The gods themselves bestowed upon him immense strength and wisdom, making him a protector of life and law. Legends tell of his titanic battles against other celestial creatures who dared to disrupt the harmony of the universe.
King Ox is often associated with the element of earth due to his towering form and his command over natural forces like seismic shockwaves. His presence commands reverence, and even the bravest of warriors hesitate in his shadow. His celestial mantle of justice is both a blessing and a curse, for those who fall out of favor with the cosmos may find themselves facing the full fury of his divine power.
RELATIONSHIPS AND MOTIVATIONS
- Allies: King Ox works alongside celestial beings, archangels, and divine forces. He is most often seen in the company of other champions of balance such as General Tiger or Divine Paladins.
- Enemies: King Ox despises chaos and disorder. His greatest enemies are the forces of chaos, especially demons, fey who disrupt the natural order, and fallen gods.
- Motivation: King Ox seeks to maintain the balance of the world by enforcing the will of the gods. He does not act out of malice but out of a sense of duty, delivering divine retribution to those who threaten the natural law of the universe.
THE FINAL WORD
King Ox is a force of nature, a divine being who stands as a bastion against destruction and chaos. He is a protector, a judge, and a punisher, wielding immense celestial power and wisdom. His actions, though often stern, are meant to ensure the preservation of order in the world and the cosmos. When he appears, the very ground trembles, and the heavens shine down with righteous fury. Whether as an ally or adversary, King Ox is a being whose might should never be underestimated.
King Ox
This oxlike humanoid is half again as tall as a man. He is garbed in ceremonial heavy armor and wields a heavy mace covered in flickering flames.
Originally Posted by Shade of the En World forums.
The Animal Kings are a ruling council of animals that reside upon the Peaceable Kingdoms. There they hold court, watching over and weighing matters of importance upon the animals of the Material Plane. A few generals of each type of animal are appointed at any given time. Should one of the generals be slain, a new general of the appropriate type is appointed, immediately gaining all the powers of its predecessor.
General Ox is most frequently dispatched by the Animal Kings to assist General Tiger or to aid a righteous human emperor in a great endeavor. He is extremely patient and stubborn, and although greatly intelligent, can be a bit slow-witted.
General Ox stands 9 feet tall and weighs 1,500 pounds.
General Ox speaks Celestial, Common, Draconic, Infernal, and Sylvan.
Generals of the Animal King, Ox | |
Large outsider (Extraplanar, Lawful) | |
Hit Dice | 36d8+396 (558 hp) |
Initiative | +11 |
Speed | 50 ft. (10 squares), Fly 60 ft. (perfect) |
Armor Class | 53 (-1 size, +3 Dexterity, +12 natural, +9 deflection, +13 +5 mithral heavy fortification full plate, +7 +5 heavy adamantine shield of exceptional arrow deflection), touch 21, flat-footed 50 |
Base Attack/Grapple | +30/+45 |
Attack | Meteoric mace +49 melee (3d6+22 plus 1d6 electricity and 3d6 fire/19-20 plus 1d6 and 9d6 fire on a critical hit and DC 41 Fort save or die) or gore +42 melee (2d6+13/19-20 plus 1d6 on a critical hit) |
Full Attack | Meteoric mace +49/+44/+39/+34 melee (3d6+22 plus 1d6 electricity and 3d6 fire/19-20 plus 1d6 and 9d6 fire on a critical hit and DC 41 Fort save or die) and gore +42 melee (2d6+6/19-20 plus 1d6 on a critical hit); or gore +42 melee (2d6+13/19-20 plus 1d6 on a critical hit) and 2 slams +42 melee (1d6+6) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Cloud trapeze, oversized weapon, powerful charge, shockwave, spell-like abilities, spells |
Special Qualities | Damage reduction 15/epic, Darkvision 60 ft., heavily-armored mage, master fighter, regeneration 5, Spell Resistance 47 |
Saves | Fort +31, Ref +27, Will +29 |
Abilities | Strength 36, Dexterity 25, Constitution 33, Intelligence 23, Wisdom 28, Charisma 28 |
Skills | Balance +8*, Climb +49*, Concentration +50, Diplomacy +13, Hide +0*, Intimidate +48, Jump +61*, Knowledge (Arcana) +45, Knowledge (nature) +45, Knowledge (the planes) +45, Listen +48, Move Silently +4*, Search +45, Sense Motive +48, Spellcraft +49, Spot +48, Survival +9 (+13 following tracks, +13 in aboveground natural environments, +13 on other planes), Swim +52, Tumble +47* (*includs -3 armor check penalty) |
Feats | Automatic Quicken Spell, Awesome Blow, Combat Expertise, Cleave, Combat Reflexes, Devastating Critical (heavy mace), Great Cleave, Greater Weapon Focus (heavy mace), greater weapon specialization (heavy mace), Improved Bull Rush, Improved critical (gore), Improved Critical (heavy mace), Improved Initiative, Improved Multiattack, Improved Shield Bash, Improved Sunder, Multiattack, Overwhelming Critical (gore), Overwhelming Critical (heavy mace), Power Attack, Quicken Spell, Spellcasting Harrier, Weapon Focus (heavy mace), Weapon Specialization (heavy mace) |
Environment | Peaceable Kingdoms |
Organization | Solitary, ox-team (General Ox plus 4-8 go-zu oni of CR 20-21, such as go-zu oni 12th level fighters or monks) or stampede (General Ox plus 8 go-zu oni of CR 20-21 plus 10-40 standard go-zu oni and 4-8 me-zu oni of CR 20-21 plus 3-30 standard me-zu oni) |
Challenge Rating | 30 |
Treasure | Triple standard (excluding combat gear) |
Alignment | Lawful neutral |
Advancement | – |
Level Adjustment | – |
*Adjusted by magic items.
COMBAT
General ox loves to blast away hosts of lesser opponents by simultaneously casting two meteor swarm spells, an empowered widened meteor swarm from his meteoric mace and a quickened meteor swarm from his sorcerer spellcasting. For worthy foes, he prefers to Dire Charge into them and unleash full attacks using his mace in combination with quickened spells – usually Implosion or polar ray.
General Ox’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Change Shape (Su): General Ox can assume the form of any ox or oxlike creature, of any size.
Cloud Trapeze (Sp): Once per day, General Ox can transport up to 1,000 willing creatures on a small cloud. This otherwise functions as a wind walk spell. Caster level 29th.
Heavily-Armored Mage (Ex): General Ox does not have an arcane spell failure chance when wearing light, medium or heavy armor.
Master fighter: General Ox possesses all of the abilities of a 20th-level fighter, including 11 fighter bonus feats. General Ox is treated as a 20th-level fighter for meeting prerequisites for feats and any other purposes.
Meteoric Mace: Sized for a Huge creature, this +5 adamantine fiery blast returning throwing shock heavy mace has a head mace from a lump of meteoric iron in a cage of adamantine, set upon a shaft of adamantine steel. Once per day, the wielder of a meteoric mace can use it to hurl an empowered widened meteor swarm (CL 28). A meteoric mace is treated as being both adamantine and cold iron for purposes of penetrating damage resistance.
Oversized Weapon (Ex): General Ox can wield weapons big enough for Huge creatures without penalty.
Powerful Charge (Ex): When General Ox charges, his gore attack deals 6d6+18 points of damage.
Regeneration (Ex): General Ox takes damage from epic chaotic-aligned weapons and from spells and effects with the chaotic descriptor.
Shockwave (Ex): As a standard action, General Ox can stomp the earth with one of his powerful feet. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the General. Creatures in this region must succeed on a DC 41 Reflex save or fall prone. Structures in this area suffer 4d12+22 points of damage, and this attack ignores hardness. The save DC is Strength-based.
Spell-Like Abilities: At will – astral projection, etherealness, invisibility (self only), greater teleport (self only). Caster level 29th. The save DCs are Charisma-based.
The following abilities are always active on General Ox’s person, as the spells (caster level 29th): detect chaos, detect magic, discern lies (DC 23), legend lore, see invisibility, and true seeing. They can be dispelled, but General Ox can reactivate them as a free action.
Spells: General Ox can cast arcane spells as a 29th-level sorcerer. He knows all spells from the sorcerer/wizard spell list. He may also cast spells from the Air, Earth, Fire, Liberation and Water domains as arcane spells, and is considered to know all such spells.
Spells/day: 6/8/8/8/8/7/7/7/7/6; save DC 19 + spell level. The save DCs are Charisma-based.
tongues (Su): General Ox can speak with any creature that has a language, as though using a tongues spell (caster level 29th). This ability is always active.
General Ox and Oriental Adventures
If you are using Oriental Adventures in your campaign, General Ox has the Spirit subtype and resides in the Spirit World. He casts spells as a wu jen rather than a sorceror.
Originally appeared in Oriental Adventures (1985).