Boarcupines

Boarcupines

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.

Boarcupine

Boarcupine (Artillery/Brute)

Level 16 Elite Artillery/Brute

Large natural beast (mammal)

XP 2,800

HP 252; Bloodied 126

AC 28; Fortitude 29; Reflex 28; Will 27

Speed 6

Saving Throws +2; Action Points 1

Initiative +13

Perception +10, low-light vision

Traits
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.
Raging Boar
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.
Standard Actions
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.
Triggered Actions
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:

Difficult Mount
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.)

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2 Responses to Boarcupines

  1. Crose87420 says:

    I’m sure I’m not the only one with the Lizard site bookmarked who has been missing the usual witty game reviews, game opinions, etc.

    “…and I’ve been active on some of the 5e boards over at WOTC, telling them what they’re doing wrong.”

    Step away from the WotC boards, slowly, hands in the air!

    I hit the ENWorld 5e Next thread, bookmarked, only and then disappear into the ether quickly there after. I won’t answer WotC’s common sense polls, debate, hype, etc., until the public playtest comes out.

    I love the idea of D&D 5e, really, really like the idea, but something smells fishy.

    Crose87420

  2. I really like artillery that transforms into something else. It keeps the players on their toes and adds an interesting wrinkle to most cut and dried strategies to dealing with artillery.

    Rolling doubles on damage to trigger an effect is very cool – one I’m definitely going to have to steal for one of my own critters.

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