Bighorner (Fallout Supplement)

Bighorner
Size and Type: Large Animal
Hit Dice: 6d8+24 (48 hp)
Mas: 18
Initiative: +0
Speed: 40ft
Defense: 15 ac(+0 Dex, -1 Size, +6 Natural), touch 9, flat-footed 15
Base Attack/Grapple: +4/+16
Attack: +9 melee(1d8+4, 20/x2,Ram )
Full Attack: +9 melee(1d8+4, 20/x2,Ram )
Space/Reach: 10 ft by 10 ft/10 ft
Special Qualities: Sure-Footed, Charge, Low-Light Vision 60 ft
Saves: Fort +8, Ref +4, Will +6
Abilities: Str 16, Dex 10, Con 18, Int 2, Wis 14, Cha 8
Skills: Balance +7, Listen +7, Spot +7
Feats: Alertness,Weapon Focus (Ram),
Possessions: None
Organization:
Challenge Rating: 3
Allegiances:
Advancement: 8-12 (Huge)
Level Adjustment: None

Combat

Bighorner usually are peaceful until threatened. At that moment, the males begin by charging then ramming the foe while the youngs and the females run for safety.

Charge(Ex): If the bighorner moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn.This give a +2 to hit and -2 ac to the bighorner until the end of its turn, the target takes an extra (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength check or be knocked prone.

Sure-Footed(Ex): The bighorner has +4 on Strength and Dexterity saving throws made against effects that would knock it prone



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gollark: If they make a giant NC reactor, what will they spend power on?
gollark: Gollark's Law: Without encouragement to do otherwise, people will initially go for the easy thing.
gollark: Realistically everyone will use Ender IO.
gollark: How is it centered around NC, anywæy?
gollark: Good, good.
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