Ability Score Modifier
+2 Strength, +2 Charisma, -2 Wisdom
Aurochians begin play speaking Common and Giant. Aurochians with high Intelligence scores can choose from the following languages: Abyssal, Cyclops, Dwarven, Halfling, Sylvan, Terran and Treant.
Darkvision: Aurochians can see in the dark up to 60 feet.
Skill bonus: Aurochians have a good way with their words, granting them a +2 racial bonus to Bluff skill checks.
Frenzy: Once per day, when an Aurochian takes damage, they fly into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a -2 penalty to AC.
Gore: Aurochians gain a natural attack in the form of their horns (1d6 damage).
Alternate Racial Traits
Whenever an Aurochian charges, it deals twice the number of damage dice with their gore attack plus 1-1/2 times its Strength bonus. This trait replaces the Skill Bonus.
Aurochians gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This trait replaces Natural Attack.
Aurochians receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. This trait replaces Natural Attack.
Aurochians gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if an Aurochian fails such a save, they receive another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. This trait replaces Frenzy.