Two Horn «Boarz»
No image available for Two Horn «Boarz»
Creature Metadata
- Reported By
- Jeffrey Williams
- Source
- MM2
- Role
- Race
- Base Stock
- Common Boar
- MCC Stat Block
- Boarz 'Two Horn' (2d4+1 (6)): Init +5; atk 2 x claws melee +4 (1d8+2) and gore melee +4 (1d10+2); AC 16; HD 5D7 hp 20 each; MV 10' ; 1d20; SV Fort +3, Ref +2, Will +0
- Mutations
- Chameleon Powers, Energy Reflection - electromagnetic; Heightened Constitution; Heightened Strength; Immunity radiation/Int 13 or lower; Modified Body Parts - enhanced spine , legs, and manipulative forepaws; New Body Parts - modified tusks, claws; Size Increase; Mental Blast- variant- see below
Combat & Physical Stats
- Number Appearing
- 2d4+1
- Morale
- 9
- Hit Dice
- HD 5D7
- Armor
- 6 (AC 16)
- Size
- Medium 1.8 Meters
- Movement
- MV 10'
- Attack
-
2 x Claws melee +4 (1d8+2)
Gore melee +4 (1d10+2)
Ability Scores
- MS:
- 10
- PS:
- 17
- IN:
- 10
- DX:
- 16
- CH:
- 9
- CN:
- 18
Ecology & Logistics
- Frequency
- Uncommon
- Organization
- Unknown
- Activity Cycle
- Unknown
- Diet
- Omnivore with a preference for meat
- Habitat
- Artric Tundra, Plains, Grasslands, Desert, Deathlands, Ruins
- Tech Level
- 0 - 0
- Artifacts
- Unknown
Description (Initial Observations): These bipedal, humanoid boars are one of the deadliest species on Gamma Terra. Cruel, cunning, and sadistic, they hunt and scavenge in packs of three or more for sport and survival.
Behavior & Society
- Reactions
- No known interactions
- Behavior
- They rarely attack PSH or other mutant animals on sight. They will attack a large party, but wait until it has been softened first. Their preferred methods are ambushes, or luring the unwary into snares, pits, and deadfalls. They achieve a high degree of success by using their chameleon powers to hide out in the open while using their mental blast mutantation. Their mental blast mutation is a variant that renders the opponent confused and bewildered for 1d4+ MS rounds. At this time they will attempt to lure their prey into a trap and finish him off. They are not cowards so they check for morale once very two turns. Battle is glorious but only if they have the advantage. They enjoy hand-to-hand combat, but are capable and usually possess Tech Level II, III, and IV items, but very rare for the latter. As well as their pack association, their ranks can be found it the Iron Society and Zoopremists, but only as guerilla warriors or terrorists. They are openly hostile to the Peace Brigade (Racketeers with no sense of Morality or Honor) and Ranks of the Fit (whom they consider stupid zealots).
- Repair & Healing
- Behavior not recorded
- Society
- Anthropological studies incomplete
Additional Creatures
0th Edition - Metamorphosis Alpha
1st Edition
2nd Edition
3rd Edition
4th Edition
5th Edition
6th Edition
6th Edition - Beyond the Horizon
6th Edition - Machines & Mutants
Badder to the Bone
Badder to the Bone II
Dragon 98 - Ares Section June 1985 - GW2
Dragon Magainze 085
Dragon Magainze 130
Dragon Magazine 075
Dragon Magazine 098
Dragon Magazine 104
Dragon Magazine 108
Dragon Magazine 113
Dragon Magazine 126
Dragon Magazine 130
Famine at Fargo 7th Edition
GW01 - The Legion of Gold
GW02 - Famine in Far-Go
GW03 - The Cleansing War of Garik Blackhand
GW04 - The Mind Masters
GW05
GW05 - Rapture of the Deep
GW06 Module
GW06 Module, MM2
GW07 Module
GW08 Module
GW09 Module
GW10 Module
METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis
MM2
Two Horn «Boarz»
Master's of the Earth Campaign: MA-1 The Trials
Master's of the Earth Campaign: MA-4 To the Rescue
Master's of the Earth Campaign: MA-5 The Savage Beast
Master's of the Earth Campaign: MA-6 City of the Ancients
Masters of the Earth Campaign: MA-2 The Town of Boze
Mud Glat Walker
Omega Project
Paths of the Lil in White Dwarf
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Polyhedron 10
Polyhedron 14
Polyhedron 144
Polyhedron 15
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Polyhedron 44
Ted Tschopp
The Albuquerque Starport
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