Angafirith
2007-04-12, 07:51 PM
Some wizards have no respect for the natural order of things, and one of the excellent examples is the Order of Bestial Elementalists. Specializing in genetics and revering the basic components of all magic, they breed and subvert nature's greatest beasts. One of the first species to be heightened in this way is the Thunder Boar. The boar is reddish brown in color and has thin, long bolts of electricity mixed with its neck hair, running backwards along its back and sides, moving in the wind. The tusks of the beast are long and curve completely around, creating a circle when seen from the front. Bending lines across the length of the tusks seem to be made of steel, rather than bone. When such beasts charge, they become veritable dynamos: they become nigh on unstoppable and channel the powerful currents through their bodies.
The boar stares at you and lets out a fierce snort. You hold your gaze and prepare to strike it with your spear. The bolts of electricity arc off of each other and the beast starts charging. You realize that this is not your run of the mill boar. Lines along the tusks tart to glow and spark. As it thunders towards you, the raw energy envelops its entire body. As it crashes into you, you realize why the villagers had been talking about a Thunder Bolt roaming the forest and killing hunters.
Thunder Boar
Size/Type: Medium Magical Beast
Hit Dice: 3d10+12 (28 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack / Grapple: +2 / +4
Attack: Shock Gore +4 melee (1d8+3 + 1d6 electricity)
Full Attack: Shock Gore +4 melee (1d8+3 + 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ferocity, Lightning Charge (3d6 electricity)
Special Qualities: Low-light vision, scent, Resistance from electricity 5
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 15, Dex 12, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Toughness
Environment: Temperate forests
Organization: Solitary or herd (5-8)
Challenge Rating: 4
Advancement: 4-5 Hit Dice (Medium)
Lightning Charge (Ex):
On a successful charge attack, a Thunder Boar does 3d6 additional electricity damage.
The boar stares at you and lets out a fierce snort. You hold your gaze and prepare to strike it with your spear. The bolts of electricity arc off of each other and the beast starts charging. You realize that this is not your run of the mill boar. Lines along the tusks tart to glow and spark. As it thunders towards you, the raw energy envelops its entire body. As it crashes into you, you realize why the villagers had been talking about a Thunder Bolt roaming the forest and killing hunters.
Thunder Boar
Size/Type: Medium Magical Beast
Hit Dice: 3d10+12 (28 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack / Grapple: +2 / +4
Attack: Shock Gore +4 melee (1d8+3 + 1d6 electricity)
Full Attack: Shock Gore +4 melee (1d8+3 + 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ferocity, Lightning Charge (3d6 electricity)
Special Qualities: Low-light vision, scent, Resistance from electricity 5
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 15, Dex 12, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Toughness
Environment: Temperate forests
Organization: Solitary or herd (5-8)
Challenge Rating: 4
Advancement: 4-5 Hit Dice (Medium)
Lightning Charge (Ex):
On a successful charge attack, a Thunder Boar does 3d6 additional electricity damage.