Monday, January 3, 2011

General Rules: Monsters - Grollok

Grollok (modified for rules compliance from Mercenaries)
Large Animal

Hit Dice: 10d8+60 (105 hit points)
Initiative: -1 (Dexterity)
Speed: 20 feet
Armor Class: 15 (-1 Dexterity, -1 size, +7 natural); touch 8, flat-footed 15
BAB/Grapple: +7/+19
Attack: Gore +15 melee (2d8+9, piercing, 20 x2)
Full Attack: Gore +15 melee (2d8+9, piercing, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: -
Special Qualities: None
Saves: Fortitude +13, Reflex +6, Will +3
Abilities: Str 26, Int 2, Wis 10, Dex 9, Con 22, Cha 3
Skills: Listen +7, Spot +7
Feats: Improved Overrun, Power Attack, Skill Augmentation (Listen and Spot), Weapon Focus (Gore)
Environment: Any plains
Organization: Solitary or herd (2 - 8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13 - 14 HD (Large)

Grolloks resemble a cross between a bullock and a rhinerceros, used both as battle mounts and beasts of burden. Powerful and bad-tempered, grolloks are hard to domesticate, but those that do have both a cavalry mount that can wreak havoc with its charge and a draft animal that is more than capable of defending itself if attacked.

A typical adult grollok measures about 12 feet from tail to snout, and can accomodate 2 Small or 1 Medium humanoid riding on its back. It can drag or pull 5,000 pounds of cargo. Because of the difficulty involved in domesticating them, grolloks are rarely present in an army in great numbers. Grollok handlers need to exercise exceptional strength, patience, and judgment in order to do their job and avoid serious injury, so experienced ones are often highly prized by army quartermasters.

Combat
Grolloks have three sharp horns, two curving forward from the sides of the head, and one protruding from the forehead. In combat, they gor with all three at once.

When it is used as a cavalry mount, the grollok's rider decides whether or not it uses its gore attack. If it gores, the rider must make a DC 18 Ride check to see if the animal's violent thrashing makes it especially difficult for him to strike. If successful, the rider receives a -2 circumstance penalty to their own attack rolls. If unsuccessful, the reider receives a -4 circumstance penalty to their attack rolls. These penalties stack with any others that may apply.

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