Bucker «Toother»

Creature Metadata
- Reported By
- Michael Price & Garry Spiegle
- Source
- GW03 - The Cleansing War of Garik Blackhand
- Role
- Monster
- Base Stock
- Otter
- MCC Stat Block
- Toother 'Bucker' (1d4+2 (4)): Init +1; atk bite melee +2 (1d20+1); AC 18; HD 2D7 hp 8 each; MV 23' or Swim 15' ; 1d20; SV Fort +1, Ref +0, Will +0
- Mutations
- Mental Control of Body; Oversized Body Parts; Teleportation; Thought Imitation; Vision Defect [D], Water Dependency [D]
Combat & Physical Stats
- Number Appearing
- 1d4+2
- Morale
- 5
- Hit Dice
- HD 2D7
- Armor
- 8 (AC 18)
- Size
- Medium 1.5 Meters at the shoulder
- Movement
- MV 23' or Swim 15'
- Attack
- bite melee +2 (1d20+1)
Ability Scores
- MS:
- 12
- PS:
- 14
- IN:
- 16
- DX:
- 9
- CH:
- 13
- CN:
- 15
Ecology & Logistics
- Frequency
- Very Rare
- Organization
- Family
- Activity Cycle
- Day
- Diet
- Omnivore
- Habitat
- Wetlands
- Tech Level
- 0 - 0
- Artifacts
- Unknown
Description (Initial Observations): These mutant descendents of the beaver and otter have oily gray or dark brown skin. The creatures stand 1 meter tall at the shoulders and are considerably larger than their ancestors. They have longer front legs than rear ones, and their bodies are broader in front, thinner in the rear (bulldog-shaped). Toothers have beaver-like heads with small closely set eyes (Vision Defect Tunnelvision) and large traplike jaws. These creatures have developed extremely large sabre-toothed front teeth (Oversized Body Parts) measuring 30cm in length and causing 2d6+10 points of damage. This fearsome attack is coupled with woodcutting abilities.These mutants live most of their lives in freshwater wetlands building dams and complex living quarters. The tunnels in their dams are built only wide enough for their bodies to move through. This is done to prevent attacks from the larger enemies in their area. Toothers hate technology and the devices of the Ancients, responding amicably only to those creatures that possess and display natural abilities and live within nature.These mutants pride themselves on being able to withstand pain (Mental Control of Physical Body) and use the powers of other creatures against themselves (Thought Imitation). Every Toother must remain close to the water throughout its lifetime, because without water (Water Dependency) the oils in its skin would dry up and the mutant would eventually die. Because of its Vision Defect and the need to remain close to water, the Toother is a vulnerable target for predators, but its Teleportation ability allows freedom of movement without the potential dangers of moving through wild lands. Toothers memorize the dam complexes of other Toothers and when they need to travel from one complex to another they simply teleport themselves. Toothers will generally avoid contact with other beings unless those beings demonstrate friendliness and great natural abilities.
Behavior & Society
- Reactions
- No known interactions
- Behavior
- Behavior modeling incomplete
- Repair & Healing
- Behavior not recorded
- Society
- Anthropological studies incomplete
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