Terror Beast
TERROR BEAST by Reagren Wright
This creature look like a cross between a brown bear, a porcupine, and
a lizard. Their underbellies are the only place on their bodies not covered
with an armor of quills up to a foot long (.3 m). Their armor hide is strong
enough to protect them from any sort of physical attack, but it’s the
powerful magnetic field generated on their back the protects them from
any iron or iron based alloy. Metal items are ripped from scabbards, pulled
from pockets, and if wearing a suit of iron armor (with person inside)
is dragged toward the creature. Even magic items are effected. Metal
objects become trapped within their quills. So even if the creature
suffers damage, the attacker cannot remove his or her weapon from
the creature’s back. Sometimes these creatures are seen with up to
1D4 metal magic items stuck on their bodies. The magnetic field is so
powerful it can protect them from metal projectiles (even bullets) without
harming their bodies. Unfortunately the creature cannot turn off the field,
so sometimes they get overburdened (has a P.S. equal to 20) with a back
full of metal objects. The only way to turn off the field is to kill the
creature. These creatures also have a deadly poisonous bite that can
kill instantly.
A terror beasts kills and eats anything equal or smaller then itself,
however it will defend itself from anything that feel is threatening,
especially trolls and giants who like to wear their furs/pelts as decorative
armor pieces and eat their meat. With their population waning, giants
of Mt. Nimiro are moving more into the Yin Sloth and Land of the South
to hunt these creatures, which as a result mean southern humans are
having more encounters with these dangerous creatures, a true terror
for any knight in shinning armor.
Alignment: Considered miscreant
Hit Points: 1D6x10
S.D.C.: 3D6+24
Natural Armor Rating: A.R.: 12 with melee/18 with projectiles.
P.P.E.: 1D6x10
Natural Abilities: Nightvision 20 feet (6 m), Prowl 25%, Track by Smell 70%, Swimming 80%, Climbing 65%, Quill Defense-any hand to hand attack that fails to by-pass the natural armor rating will have contact with the quills causing 3D6 point of damage (pulling them out causes an extra 1D4), Bio-Regeneration 2D6 per minute, Electromagnetic Field (equal to a 2nd level version of the air elemental spell)-it takes a P.S. of 80 (Supernatural 16) to remove metal objects from their quills. The creature can carry 400 lbs (180 kg) of metal material on its back.
Speed: 22 (15 mph/24 km), but maximum speed is 50 (35 mph/56 m), which can be maintained for 4D6 minutes.
Attacks Per Melee: Four
Damage: Claws do 3D6+6 points of damage, Body Block does 4D6, Bear Hug does 5D6 per melee round, Bite 2D4+2, plus victim must make a save vs. lethal poison (14) or take 6D6 points of damage direct to hit points. Those who make the save take the damage to their S.D.C. Regardless if the save is made or not, the victim suffers -3 to strike, parry, and dodge. Lose 2 attacks/actions and reduce Spd by 30%. Damage is accumulative.
Bonuses: +2 to initiative, +5 to strike, +4 to parry, +8 to save vs. Horror Factor, +6 to save vs. poison/disease. The creature takes ½ damage from poison and the effect and duration is also reduce by one-half.
Magic: None, except their electromagnetic field
Psionics: None
Value: Quill Fur/Pelt 300gp; meat (whole animal 50 gold).
Average Life Span: 30-40 years
Habitat: Warm Forests and Swamps
Range: Yin Sloth Jungles and Land of the South Wind. There are a few in the southern part of the giant territory near Mount Nimiro.
Language: None
Enemies: They are killers/predators of medium or small humanoids.
Allies: None
Size: 5 to 6 feet (1.5 to 1.8 m), Tail is 4-5 feet (1.21 to 1.52 m).
Weight: 700-1000 lbs (315 to 450 kg).