New Mutant Monday #89 - Big Horners

Chris Van Deelen

No. Enc: 1d6
Alignment:  Neutral
Movement: 90’ (30’)
AC: 6
HD: 4
Attacks: 1 bite and 1 horn and special
Damage: 1d6+2 / 2d6+4
Save: L6
Morale: 8
Hoard Class: Incidental

Mainly found in the foothills and mountains of the Pacific Northwest, these magnificent creatures are the staple for many primitive tribals and predators that make their homes in this region of the world.

The problem is that they have mutated, just like many other species that inhabit the wastelands, and those who used to hunt them for food are discovering that the tables have changed.

For some reason, the fickle hand of radiation seemed to have it in for these creatures. They remain approximately the same size as they were before the final wars, but have grown an additional head, as well as a total of six legs. The teeth have also changed, becoming the fangs of a meat-eater instead of those used by herbivores.

These creatures can cling to any surface, which makes it very easy for them to literally get the drop on a target. They surprise on a 1-3 on a d6 roll as a result. Their favorite tactic is to hang upside-down in trees or from overhanging cliffs and wait for prey to get within striking distance. Thanks to their constantly changing and adapting coats, they often remain unseen until it is too late.

When they drop, they will always aim at a target with both heads. The damage if they hit is the standard horn damage, plus 1d6 for each 10 feet they drop. The typical drop is always 1d6x10 feet.  If they miss the attack, the creatures can use a modified version of neural telekinesis to prevent themselves from sustaining the damage. Once on the ground, they will then use their head-butts and bites to attack, with one head always butting, the other biting each round. If the target turns out to be resilient or stubborn, they will use their mind thrust mutation. This only inflicts 2d6 points of damage but the target must also make a saving throw versus stun or be stunned for 1d3 rounds. The creature automatically gains a +4 to hit against any targets that are stunned, and damage is increased by +2 per dice if the attack hits.

Targets which have been dispatched will be held in the mouth of the creature as it climbs as high as it can go in order to take the meal to its waiting herd, where they will eat in peace. The creature that made the kill always gets to eat first, with the females and young coming next. The other hunters eat last. As such, they are typically on the hunt for fresh game nearly all their waking hours, and have been known to take on other predators who have recently made kills in order to either steal the kill, or add the other predator to the menu.

 

Mutation: Aberrant form (multiple body parts, natural weapons), chameleon epidermis, clinging, dietary requirement change (meat), mind thrust (modified), neural telekinesis (modified)