Derange Deer

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DERANGE DEER or BLOOD NOSE by Reagren Wright

This is a strange animal indeed. For the longest time, the Wolfen refused to believe in its existence despite the tales Kankoran told. It wasn't until 100 years ago that its existence became fact. The Derange Deer (called a Blood Nose by the Kankoran) is a extremely large reindeer (caribou) with a nose that constantly drips with blood to the point it appears shiny. This unusual blood lost does not bother the deer, but it is pestered more often by blood- sucking insects, such as black flies and mosquitoes are a plague to the animal during the summer and can cause enough stress to inhibit feeding and calving behaviors. These animals are extremely anti-social and do not live in herds at all. They are loners, choosing only to associate with one another for mating purposes. They don’t like anything or anyone bothering them. This tension remains in place all the time. Its anger can be manifested in the form of a fireball that will be launched at is aggressors or predators. These animals have little to fear form bears and wolves, but that doesn’t stop the predators from attempting to prey upon them, especially newborn calves and birthing cows. However, should a humanoid, supernatural being, or creature of magic take a threatening stance or aggressive move towards them, then this deer does something remarkable. It will metamorphosis into a humanoid demonic looking deer. At this point it flies into a berserker rage and will not stop until it has torn apart it foe and/or aggressor. It will hunt the person down, following him or her until the ends of the earth, refusing to eat or drink or do anything else until it is dear or it foe is. Afterward it will return to its four-legged state, and behave as if nothing out of the ordinary ever occurred.
The Canine Races have learned to be weary of these animals. Humans, elves, dwarves and other visitors to the north are still learning about them, thus are the primary casualties of these animals and their sociopath behavior. Many a hunter has entered the Great Northern Wilderness, sited these deer, shot it with an arrow, only to have it survive a grievous wound then transform into a demonic creature and chase the poor hunter back to his home or campsite where he is torn to shreds, along with anyone who gets in the deer’s way. Though their meat is quite delicious and their coats and bones can be used for clothing, shelter, and tools. These animals are extremely dangerous and not to be taken lightly. Their berserker rage and regeneration capabilities make them nearly impossible to kill. They seem to be almost like a machine than a creature of flesh and blood. No one is sure of their origins or if they are the creation of a god (some accuse Locknar), but one things is for certain, one must beware of the deer with the bloody nose.

Alignment: Anarchist on four legs, diabolic on two legs.

The Eight Attributes: I.Q.: 1D6, M.E.: 1D6+5, M.A.: 1D4+2, P.S.: 2D6+16, P.P.: 1D6+12, P.E.: 2D6+18, P.B.: 2D6+6/1D6 in humanoid form, Spd: 44 (30 mph/48 km) on four legs, 28 (19 mph/30 km).

Hit Points: 1D4x10+20.

S.D.C.: 1D6x10+40

Natural Armor Rating: A.R.: 11

Average P.P.E.: 2D4x10.

Horror Factor: 6 on four legs, 11 when identified on four legs, 14 on two legs.

Physical Appearance: They look like large adult reindeers with a pair of large antlers with red noses that drip and are covered in blood. In two-legged form, a humanoid monster with glowing white eyes that face forward, an oversized mouth with long, pointed teeth, claw like daggers, oversized hands and hulking body rippling with muscles. It feet are massive hooves. Its nose continues to be shinny and coated with blood.

Size: 4-5 foot (1.21 and 1.52 m) at the shoulder, 6-7 feet (1.82-2.13 m) from head and body length. The tail can add 5 ½ to 8 inches (13.9-20.3 cm). On two legs, it’s a towering 7-8 feet (2.13-2.43 m) tall. The antleers can range up to 3 ¼ (99 cm) width and 4 ½ feet (139.7 cm) in beam length.

Weight: 600-700 lbs (270-315 kg) on four legs, 900-1000 lbs 405-450 kg) on two legs.

Average Lifespan: Unknown but some believe they are immortal until slain.

Vulnerability: As long as the creature is not provoked or attacked on four legs, they just appear threatening. If the creature is approached in four-legged form, and no aggressive or threatening stance is taking against it, the animal will not turn berserk, but it is likely to launch a fireball then runaway. If provoked, they will transformation. While four legged, the creature eats, drinks, breaths, and expels waste like normal.

Natural Abilities: Keen vision, track by smell 87% (can detect the scent of its attacker 1000 yards away and smell his or her blood (especially if it causes a wound 2 miles/3.2 km away), Swim 60%, Prowl 50%, Leap 8 feet (2.4 m) high and 16 feet (4.9 m) long (this does not change when they switch to two legs, but can be doubled if it uses up two actions while running), Nightvision 100 feet (30.4), See the Invisible, Impervious to normal fire, heat, and cold (magic fire and cold does full damage), Bio-regeneration at a rate of 3D6 S.D.C./hit points every minute (4 melee rounds), and Total Recall (same as psionic power, but cost no I.S.P.).

Berserker Rage: If the animal is attacked or threatened, it transforms (1 action) from a four legged animal into a two legged demonic looking humanoid deer man. At this point, it attacks with a berserker fury until its aggressor is dead. It will give chase for hundreds of miles. The creature will not stop until whatever made it go crazy is dead. If it’s a group of people, then the creature will hunt them all down. If by chance everyone manages to get away, then there is a 01-13% the creature will remain in this state until slain. While in this state, the creature has the following:
Impervious to horror factor, and fear, including psionics and magic types
+2 attacks per melee round
+40 additional S.D.C.
+3 to initiative, +2 to strike, +3 to roll with punch, fall, and impact, and +2 on all saving throws
+2D6 to all hand to hand damage and its fireball attack
Can fight up to P.E. Attribute number x3 below zero hit points before collapsing into a death trance. At this point the creature can be decapitated, incinerated (by magic fire), drowned, or atomized to permanently kill it. -3 to dodge, the creature is 90% likely to engage in a simultaneous attack then parry. During the berserker state, it does not need to eat or drink to survive (no expel waste products) and can survive on half the air or quality of a normal animal its size. It is still vulnerable to airborne gases and poisons. Only humanoids, supernatural being, and creatures of magic, can trigger a metamorphosis and rage, not normal wild or domesticated animals or even its own kind.
Fireball: Once a melee round in four legged or two legged form, the creature can create a ball of fire between its antlers that can be launched at foes. The fireball explodes on impact. The fireball is magically directed and seldom misses. Range: 90 feet (27.4 m), Damage: 6D6, Saving Throw: Dodge, the victim must know the attack is coming and must roll an 18 or higher (bonuses to dodge are applicable), P.P.E. 10.

Attacks per Melee: Three (Five when it goes berserk).

Damages: Four-legged, a kick does 2D4+2 points of damage. Its antlers do 3D6 damage. A full charge done within 60 feet (18.3 m) away takes an entire melee round, but does 4D6+8. None of this attacks use P.S. damage points. On two legs, its Claws Strike does 3D6+ normal P.S. damage, a Kick does 4D6 + normal P.S damage, , Headbutt 2D6+ normal P.S. damage, Antlers do 4D6 damage, a full charge is done as before but this time it will inflict 1D6x10+4 points of damage.

Bonuses: +2 on initiative +2 to strike, +2 to parry with antlers, and is +4 to dodge. On two legs, don’t forget to add the bonuses of the berserker rage, and the following: +6 to save vs. psionics, +5 to save vs. magic, and inflicts critical strikes on rolls of 18-20 with its antlers.

Magic: None, accept for its fireball attack.

Psionics: None, although it possesses a natural Total Recall ability.

Value: Fur/hide 400-600 gold; meat (whole animal 1800-3000 gold).

Habitat: Forests, swamps, open brush, land, and tundra.

Range: Great Northern Wilderness, Northern Hinterlands, and Northern Mountains.

Languages: None.

Enemies: Predators of the north (bears and wolves) will attempt to prey upon them. Anyone who threatens or takes an aggressive tone will become an enemy and will be destroyed.

Allies: None.