This site is games | books | films

Generals of the Animal 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.

On this Thread

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 Dice36d8+396 (558 hp)
Initiative+11
Speed50 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
AttackMeteoric 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/Reach10
ft./10 ft.
Special AttacksCloud trapeze, oversized weapon, powerful charge, shockwave, spell-like abilities, spells
Special QualitiesDamage reduction 15/epic, Darkvision 60 ft., heavily-armored mage, master fighter, regeneration 5, Spell Resistance 47
SavesFort
+31, Ref +27, Will +29
AbilitiesStrength
36, Dexterity 25, Constitution 33, Intelligence 23, Wisdom 28, Charisma 28
SkillsBalance +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)
FeatsAutomatic 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)
EnvironmentPeaceable Kingdoms
OrganizationSolitary, 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
TreasureTriple standard (excluding combat gear)
AlignmentLawful 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).

Scroll to Top