Stench Kow
STR 13 (2d4+8) DEX 9 (d4+6) CON 14 (2d4+10) INT 1 (Animal 1-4 or d4+[0-2]) WIL 8 (d4+6) PER 1 (Animal 1-4 or d4+[0-2])
Durability 21/21/10/10 AC 10+//9/4/2
Movement sprint 22, run 14, walk 4.
Reaction Score: Marginal/1 (Charge: Good/1)
# Actions : 2
Attacks
Charge 14/7/3 d8+1s/d12+1s/d8+1w LI/O
Gore/Trample 14/7/3 d8s/d6w/d6+1w LI/O
Defenses
+2 resistance modifier vs. melee attacks
no resistance modifier vs. ranged attacks
+ Stench (See below)
also see Mutations/Powers for additional Immunities.
Armor : d6+1 (LI)/d4 (HI)/d4-1 (EN)
Skills Movement (14 ) Stamina (14 ) -endurance (16 ) Awareness ( 8 ) -intuition ( 10 ) Resolve ( 8 ).
Mutations/Powers: Immunity to Poisons (including poison gas) Radiation Tolerance Adaptation, Environment-Cold & Hot. Highly Resistant to Fire (flame attacks suffer a 2 step penalty vs. Stench Kine).
Background When many creatures developed thick carapaces and/or powerful attack forms in order to survive, the Stench Kow took a different "evolutionary" approach. The beasts became so foul in both smell and taste that no predator in it's right mind would even think of approaching a Stench Kine herd, much less eating one of them.
Desc Stench Kine resemble huge, misshapen bison. Bulls have large humps over the shoulders, and cows have smaller ones. Horns are long and downward curving. Heads are huge with pugged features, large round eyes and lolling heads. Coloration is a dull orange with greenish, matted manes.
Hab/Soc Stench Kine are the cattle of the wastelands. They roam the reeking polluted plains and wastes of Gamma Terra. These odorous beasts form great herds, grazing on poisonous plant life that would kill other creatures. A herd will contain 5-30 young, but the young have no attack form. For every 5 beasts encountered one will be a bull. The bulls are the more aggressive members of the herd and will defend the herd if necessary.
Cmbt: For the most part the Stench Kow prefer to be left alone grazing on their preferred diet of fetid plant life, however , if they feel threatened they will charge the offending person, attempting to Gore/Trample the foe and then move off. This is usually enough, because by then the intruder is affected by the beasts smell. In close quarters, the odor of their breath and bodies is so foul that a Constitution feat check must be made in order to avoid vomiting. Even those who successfully resist the initial effects of the smell , must make additional checks for every 3 turns in the creatures range. Those affected by nausea will be driven to leave the presence of the beast(s), and will be only able to perform the most basic of actions (minimal defense, walking, etc...), until beyond the smell of the beast.
Biome : Polluted Plains and Wastelands
Encounter chance : Possible
Group size : 15-60
Org : Herd
Niche : Herbivore
IQ : Low Animal
Adapted by Brutorz Bill
Based on a creature in TSR's Monster Manual II.
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