You Should Be Used To Names Like That By Now
Wow, 20 days or so since I last posted? Well, I’ve been replying to comments, I updated Grammar For Gamers, and I’ve been active on some of the 5e boards over at WOTC, telling them what they’re doing wrong. Also, exercising, which has started to take an hour a day away from important things like writing blog entries while eating an entire bag of bacon-wrapped Cheetos.
Anyway, this is a creature which has been in the back of my mind for a while, but I was, surprisingly, stuck on the name… I kept thinking “Porcuboar”, which is obviously not acceptable, and it both astounds and depresses me how long it took for the bleedingly obvious “boarcupine” to emerge.
While the kangaruins are intended to be straightforward creatures, the boarcupine is more complex, as it changes its fighting style and general function when it’s bloodied, going from a quill-tossing piece of artillery to a vicious brute.
The usual caveat: Fresh off the keyboard, not a lot of editing, yadda yadda yadda.
Level 16 Elite Artillery/Brute
|Large natural beast (mammal)||
|HP 252; Bloodied 126
AC 28; Fortitude 29; Reflex 28; Will 27
Saving Throws +2; Action Points 1
Perception +10, low-light vision
|O Prickly Defense • Aura 1|
|Any creature entering the aura, or starting its turn there, takes 2d6+4 damage. If doubles are rolled on this damage, the creature also takes 5 ongoing damage, save ends. If the first save fails and the target is in the aura, increase to 10 ongoing damage.|
|When the Boarcupine is bloodied, it gains 64 temporary hit points, and its AC and Reflex defenses drop by 2. It also changes its abilities in ways noted in each affected power. Once it has been bloodied, it becomes Berserk. It does not lose this condition until the end of the encounter, even if it is healed back above Bloodied.|
|m Gore • At-Will|
|Attack: Reach 2; +21 vs. AC|
|Hit: 3d10 + 8 damage. If the Boarcupine is Berserk, the damage increases to 4d10+10.|
|a Quill Toss • At-Will|
|Requirements: The Boarcupine must not be Berserk.|
|Attack: Area Burst 2 within 15 (All creatures in burst.); +20 vs. Reflex|
|Hit: 4d6 + 4 damage, and creature is slowed (save ends). If hit again by this power when still slowed, the condition becomes immobilized (save ends). .|
|M Trample • At-Will|
|Requirements: Must be Berserk.|
|Attack: +21 vs. AC; +2 bonus to attack rolls and +6 bonus to damage against prone targets.|
|Hit: 2d12 + 10 damage, and target is knocked prone. .|
|All Out Attack • At-Will|
|Requirements: Must not be Berserk.|
|Effect: The Boarcupine makes a Gore attack and a Quill Toss attack. The Quill Toss does not provoke an OA from any creature targeted by the Gore.|
|C Quill Burst • Recharge 4 5 6; recharge 6 if Berserk|
|Attack: Close Burst 3 (All creatures in burst); +21 vs. Reflex|
|Hit: 4d6 + 4 damage, and creature is blinded until the start of the boarcupine’s next turn.|
|M Tramplegore • At-Will|
|Requirements: Must be Berserk.|
|Effect: The boarcupine makes a trample and gore attack, against the same or different targets. If both attacks hit, it may shift half its speed.|
|Bloodied Burst • Encounter|
|Trigger: The boarcupine is bloodied for the first time in an encounter.|
|Effect (Immediate Reaction): Quill Burst immediately recharges, and the boarcupine uses it. In addition, the boarcupine become Berserk.|
|Skills Endurance +20, Intimidate +15|
|Str 24 (+15)||Dex 21 (+13)||Wis 15 (+10)|
|Con 24 (+15)||Int 2 (+4)||Cha 15 (+10)|
|Alignment unaligned Languages —|
Boarcupines are massive creatures, usually 8-10 feet high at the shoulder. Their general form is that of a greatly enlarged boar, except that they are covered with a dense tangle of jagged quills, and usually have 2-6 tusks that jut in every direction.
Boarcupines are almost never seen with their own kind, except during mating season, when they will gather in the dense, temperate forests that are their homes and engage in violent battles in order to win attention from the females. After mating, the females will leave and raise their offspring away from the violent and territorial males; boarcupines are weaned within 6 months. Some groups of bloodgers will stalk pregnant females and try to capture the young within a week or two of birth; this is the only way to even partially domesticate them.
There are a number of herb and fungus mixes which can mimic particular scents which the boarcupine responds to, such as a female in heat or a male marking its territority. Races which dwell in the forests often use these to control or guide boarcupines, so they may be encountered as guards. Sometimes, female boarcupines are teamed with other creatures, sapient or otherwise, that have been scent-masked to seem to be her young.
Boarcupine Mounts: Bloodgers, and members of the Beast Legion and the Annihilation Army, sometimes manage to make mounts out of these beasts. Such creatures gain the “Mount” keyword, and the following powers:
|When the boarcupine is Berserk, any rider must make an Easy Athletics or Nature check, with the DC based on the boarcupine’s level, to remain mounted. This check is a free action made at the start of the rider’s turn.|
|Painful Spur • Encounter|
|Requirements: Must be mounted by a rider of 16th level or higher.|
|Effect: As a Standard Action, the rider forces the boarcupine to perform a Quill Burst attack, even if the power has not recharged. After this, the power cannot recharge (even by Bloodied Burst) until the boarcupine has had a short rest.|
(Generally, it’s best for riders to save Painful Spur until the boarcupine has been bloodied; otherwise, they lose the bonus recharge from Bloodied Burst, and, besides, Recharge 6 might as well be recharge never when you’re past bloodied — the fight will most likely only go another 2-3 rounds.)