No. Enc.: 1d2 (1d2)
Alignment: Neutral
Movement: 135' (45')
—Burrow: 24' (8')
Armor Class: 3
Hit Dice: 6
Attacks: 3 (2 claws, 1 bite)
Damage: 2d4 / 2d4 / 2d8
Save: L6
Morale: 12
Hoard Class: VII
XP: 1,320
Today's entry is dedicated to Amy, my own li'l honey badger.
Movement: 135' (45')
—Burrow: 24' (8')
Armor Class: 3
Hit Dice: 6
Attacks: 3 (2 claws, 1 bite)
Damage: 2d4 / 2d4 / 2d8
Save: L6
Morale: 12
Hoard Class: VII
XP: 1,320
Giant honey badgers are ferocious, 12' long carnivores that reach 4' high at the shoulder. Their thick, broad bodies are covered with coarse black and gray fur, and prominent white stripes run down their backsides and tails. Their stench is distinct and unforgettable.
Giant honey badgers are some of the most feared beasts in the Mutant Future. They are so aggressive that they get +4 on all To Hit rolls. Six times per day, they can discharge a noxious musk in a cloud 20' in diameter that persists for 1d6+1 rounds. All caught within take a continuous 1d10 damage per round from its sheer odiousness, and are Blinded for 2d4 rounds on a failed Saving Throw Versus Stun. Most dangerous of all is their ability to seemingly defy death itself. When a giant honey badger is reduced to zero or less Hit Points, it appears dead...but actually enters a regenerative coma. A mere 1d4 hours later, it awakes completley healed, surly, fully alert...and hungry (and more than willing to hunt down and devour those that "killed" it). The only way to prevent a comatose giant honey badger from "returning" is to dismember it (by reducing it to at least a negative 40 Hit Points).
Although no concrete proof exists, legends persist that there are giant honey badgers that transcend the "giant" descriptor, and reach more the "elephantine" or "titanic" end of the growth spectrum. These creatures are reputed to reach sizes equivalent to Ancient semi-trailer trucks.
Mutations: Gigantism, Toxic Weapon (Musk Cloud)
Honey Badger, Gargantuan
No. Enc.: 1 (1)
Giant honey badgers are some of the most feared beasts in the Mutant Future. They are so aggressive that they get +4 on all To Hit rolls. Six times per day, they can discharge a noxious musk in a cloud 20' in diameter that persists for 1d6+1 rounds. All caught within take a continuous 1d10 damage per round from its sheer odiousness, and are Blinded for 2d4 rounds on a failed Saving Throw Versus Stun. Most dangerous of all is their ability to seemingly defy death itself. When a giant honey badger is reduced to zero or less Hit Points, it appears dead...but actually enters a regenerative coma. A mere 1d4 hours later, it awakes completley healed, surly, fully alert...and hungry (and more than willing to hunt down and devour those that "killed" it). The only way to prevent a comatose giant honey badger from "returning" is to dismember it (by reducing it to at least a negative 40 Hit Points).
Although no concrete proof exists, legends persist that there are giant honey badgers that transcend the "giant" descriptor, and reach more the "elephantine" or "titanic" end of the growth spectrum. These creatures are reputed to reach sizes equivalent to Ancient semi-trailer trucks.
Mutations: Gigantism, Toxic Weapon (Musk Cloud)
Honey Badger, Gargantuan
No. Enc.: 1 (1)
When a giant honey badger just isn't enough...GARGANTUA ;)
ReplyDeleteNice! I statted up the Honey Badger as well, but for OD&D.
ReplyDeletehttp://symptomsofmadness.blogspot.com/2011/03/honey-badger.html
My group hasn't encountered it just yet, it's a wandering monster. I've got a feeling that their time will come soon haha