Saturday, April 13, 2013

"W" is for "Wrexus Wronghorn"


Wrexus Wronghorn

No. Enc.:  0 (1d20)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  7
Hit Dice:  5
Attacks:  1 (gore or trample)
Damage:  2d8 or 2d10
Save:  L5
Morale:  8
Hoard Class:  None
XP:  800

Wronghorns are robust, speckled, 1.5-ton bovines that roam the Wrexus prairies, feeding on contaminated grasses and scrub.  Their multi-pronged racks of horns extend upwards of 10', tip to tip, and inject blistering acid that inflicts automatic Class 2 poison damage for 1d4 rounds after every gore attack.  

While normally quite docile, wronghorns Charge and Trample when threatened.

Female wronghorns are larger than the males, and each posseses a "crown" of extra iron-infused horns that discharge bolts of electricity [add +2 HD, Energy Ray (Electricity), and Reflective Epidermis (Electricity); XP:  2,540].  These metal growths are quite valuable, as they are melted down for weapons, armor, etc.

There are rumors that some wronghorns have attained sentience and evolved humanoid forms, and call themselves bevoids....

Mutations:  Increased Sense (Taste), Toxic Weapon (Acid)


1 comment:

  1. These are great, Justin. I'm thinking a cross-country cattle drive adventure with player characters as mutant cowboys. Not only would the trip itself be tough, but keeping these dangerous critters in line would be a challenge.

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