Leperflesh
2006-09-10, 04:26 AM
This creature was first concieved-of as an extention of a pun. I'm sorry.
Description:
Ork Cows are a unique breed of cattle raised and domesticated by certain tribes of orks. While these animals resemble ordinary cattle in a superficial manner, they differ from them in substantial ways.
Ork Cows of both sexes are thick and strongly built, with large muscles standing out from their frames. Small, beady red eyes glimmer beneath a viscious pair of razor-sharp horns. Shorter and stockier than ordinary cattle, Ork Cows are much more sure-footed, and are almost as adept at scrambling among rocks as mountain-goats. A few have even reported seeing Ork-Cows successfully climbing small trees.
Ork Cows are usually mostly hairless, with ugly odd patches of scraggly, wiry black or brown hair sticking up around their horns, and in splotchy patches here and there on their bodies.
Ork Cows are relentlessly aggressive, towards each other and everyone else. They have a mean disposition and cruel temper. They will go out of their way to injure other animals. Left alone, they constantly squabble and fight: if they spot another creature, however, they will collaborate against it, using team tactics to corner and abuse it. Once the ‘fun’ is over, however, the temporary alliance is gone, and they quickly take any opportunity to harass or assault each other once more.
Tribes of Orks who maintain herds of Ork Cows make use of these animals in a number of ways. They are of course primarily of use as a food source, providing a mobile dinner for wide-ranging tribes of orks. Ork-cows, like goats, can eat almost any kind of vegetation, and are happy to strip bare whatever environment they may be left in. Orks also use them for their milk, which has useful properties: raiding parties usually secure a supply of milk and chug it just before battle, to give themselves extra prowess in the fight. Ork cows have particularly thick, tough skins, which make excellent leather for armor. Unlike ordinary cattle, Ork Cows do not make effective beasts of burden in most cases: they are too temperamental and aggressive. This does not prevent some ambitious orks from making the attempt, however, and if the ork in question is even more aggressive and viscious than the ork cow, these attempts can result in limited successes.
Typically, Ork tribes designate two or three individuals who are in charge of their Ork Cow herd: these individuals are called Cow-Orkers. Cow-Orkers are always carefully and meticulously shaved bald, with no body hair on them anywhere. They usually wear thick leather clothing, including boots and gloves, and wield long, spiky hooked implements to help wrangle the Ork Cows. Few other orks will willingly approach the Ork Cows – indeed, only the Cow-Orkers are likely to be able to mingle with them without being seriously injured.
In addition to the above uses, Ork Cows are commonly bred and trained for ring-fighting purposes. Individual, particularly aggressive animals are separated from the herd. Separating an individual and preventing all contact with the herd allows its natural hair to grow back – any Ork Cows kept together will quickly strip each other of most of their hair, leading to their normal, scruffy-naked appearance. A lone Ork Cow however is unable to reach most of its own hair, and soon grows a shaggy pelt over its back, shoulders, and head.
When the time comes for a fight, bets are taken, and then two hairy Ork-Cows are shoved into a corral together. At the sight of eachother’s hair, they invariably go after eachother in a frenzied attempt to rip out the opponent’s hair and eat it. Goring is typical, and sometimes one or the other cow is killed – however, the contest is deemed complete when one ork cow manages to pin the other and strip out (for example) at least five good mouthfuls of hair. (Exact victory conditions vary from one tribe to the next).
Ork Cows are also sometimes used in a combat role. They may be staked out around an encampment to serve as guards, with the knowledge that intruders will probably disturb them and their bellowing Frightful Moo will be heard. Ork Cows are also sometimes led to battle, driven before a fighting horde to sew confusion among the enemy as they rampage and assault the hairiest members.
Aside from Orks, no other species has ever managed (or desired, really) to domesticate or maintain herds of these animals. In some wilderness areas, escaped Ork Cows have formed wild herds – these animals represent a substantial danger, due to their aggressiveness, although a well-armed party can usually stave them off, especially if all hair is concealed from view.
Stats:
Ork Cow
Large Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, -1 Size, +5 Natural), touch 11, flatfooted 14
Base Attack/Grapple: +3/+10
Attack: Gore +6 melee (1d8+3)
Full Attack: Gore +6 melee (1d8+3) and Bite +1 melee (1d4+1) or Special (Scalp)
Space/Reach: 10 ft./5 ft.
Special Attacks: {Pounce*}, Scalp, Frightful Moo
Special Qualities: Pilophage, Ork Cow Milk
Saves: Fort +6, Ref +5, Will -1
Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 7, Cha 5
Skills: +5 Spot, +5 Listen
Feats: Alertness, Endurance
Environment: Temperate plains, forest, or mountains
Organization: Domesticated, solitary, or wild herd (6-30)
Challenge Rating: 2
Treasure: none
Alignment: usually CE
Advancement: 4-7 HD (Large, + Pounce*, CR3+)
Level Adjustment: -
{Pounce: (Ex)
When a creature with this special attack makes a charge, it can follow with a full attack – including Scalp attacks.}
*Ork Cows with the Pounce ability are CR 3.
Scalp: (Ex)
When an Ork Cow makes a Bite attack, if its opponent has any exposed hair, it attempts to bite and tear off its opponents hide. Instead of a normal bite, the attack is a Grab, in an attempt to start a grapple (use the normal grappling rules). If a grapple is started, the Ork Cow makes an immediate opposed grapple check – if successful, it tears off and swallows a hunk of hair and whatever it was attached to, dealing 1d8 damage. A creature which is successfully Scalped is forced to make a Fortitude save, DC = 10 + number of points of damage dealt, or else Bleed (1 HP of damage per round) for 1d4 rounds. If the Scalp is successful, the grapple is immediately (instantly) broken. If unsuccessful, it will attempt to maintain the grapple and make additional Gore and Scalp attempts in subsequent rounds.
Frightful Moo (Ex)
Ork Cows project an aura of menace at all times, but when they let loose with their Frightful Moo, they can reduce even hardened warriors to a quivering wreck. At will, as a standard action, an Ork Cow unleashes a haunting, hyper-aggressive bellow, affecting all opponents within a 60-foot spread. Opponents hearing the Frightful Moo must make a DC 14 Will save, or be Shaken for 1d6 rounds. (The save is CON based). Although an Ork Cow can use its Frightful Moo repeatedly (and they often do), once a creature has succeeded at its Will save it is immune to any Ork Cow’s Frightful Moo for the rest of the encounter.
Pilophage (Ex)
Ork Cows are largely herbivorous, like their ordinary cow cousins. However, they have an unusual (and powerful) dietary habit – they love to eat animal hair, and will do almost anything to get to it. Typically an Ork Cow will charge as soon as it spots another creature having hair, no matter how much larger or more dangerous that creature might appear to be. If possible, it will attempt to charge and attack, aggressively goring with its horns before attempting to rip out a mouthful of hair (often with scalp or hide still attached). Ork Cows' appetite for hair is insatiable. Pilophagia allows Ork Cows to successfully digest animal hair (most animals cannot do so).
Ork Cow Milk (Su)
The milk of a lactating Ork Cow has special properties. If one can manage to acquire it (female lactating Ork Cows are usually even more aggressive, ill-tempered, and downright evil than normal), ork cow milk is found to be a pale greenish-white color, with an intensely sickening odor and a thick, lumpy semi-curdled texture. While Orks claim to find it palatable, few other species can stomach Ork Cow Milk. Non-orks must succeed at a DC 14 Fortitude roll to successfully drink (and keep down) a pint of Ork Cow Milk. (This save is CON based).
Drinking a pint or more of Ork Cow Milk (and keeping it down) causes the following affects:
1d4 x 10 minutes after drinking: +1d4 temporary hit points; +1 temporary STR bonus; -1 temporary WIS penalty; +1 temporary Morale bonus to all attacks.
2d4 x 10 minutes after the above affects begin, the temporary hit points, STR bonus, WIS penalty, and Morale bonus wear off. They are replaced by a splitting headache and nausea: the affected creature becomes Sickened for 1d4 hours.
Ork Cow milk must be consumed within 48 hours of milking, or it spoils and all special affects are lost. Additional drinkings of Ork Cow milk (either simultaneously, or during the recovery period) has no affect.
Combat
Typically, a lone Ork Cow will only attack a dangerous foe if there is noticeable, exposed hair – in which case it does not hesitate to Moo, charge, and then make a gore attack; on its next attack it will try to grapple and Scalp. If there is no visible hair, an Ork Cow may still act aggressively – sometimes by charging, and sometimes by attempting to intimidate foes, or ward them away.
A herd of Ork Cows will behave even more aggressively, cooperating to surround and flank any creature, whether it has hair or not, and then harassing or outright attacking them. If there is no obvious hair to snack on, Ork Cows rarely fight to the death – they will break off and retreat if seriously injured. If the possibility of a delicious hair snack is held out, however, they will frequently fight long past any reasonable point. A herd must suffer substantial losses before they will break and scatter – often as much as half their number.
Unlike ordinary cattle, Ork Cows do not stampede. When they break, they usually veer off in all directions, and still retain enough sense to avoid leaping off of cliffs, etc.
Ork Cows have been known to leap down upon foes from atop small bluffs, high rocks, or short, strong trees.
[hr]
This is the first 3.5 creature I've tried to make, so, I'd appreciate folks checking my math. One thing I was unsure about is how to determine the number of feats are allowed for a given creature type and HD.
Also: re the challenge rating. I wanted a CR1. If the ork cow is too strong, I'd suggest dropping the Moo ability and, if that is insufficient, also Pounce. Your feedback is requested!
--after edits, I've bumped it to 2, with a 3 if you use the Pounce ability.
-Lep
[hr]
This is a submission for the Monsters in the Playground (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11557461 87) project.
[hr]
Edits made 9.10.2006 and 9.14.2006
[hr]
By the way, I shouldn't take 100% credit for this creature. A friend of mine, Lincoln, and I were discussing the original pun when we came up with this. All of the work on this page is mine... but he deserves partial credit for the idea. Thanks, Lincoln.
Description:
Ork Cows are a unique breed of cattle raised and domesticated by certain tribes of orks. While these animals resemble ordinary cattle in a superficial manner, they differ from them in substantial ways.
Ork Cows of both sexes are thick and strongly built, with large muscles standing out from their frames. Small, beady red eyes glimmer beneath a viscious pair of razor-sharp horns. Shorter and stockier than ordinary cattle, Ork Cows are much more sure-footed, and are almost as adept at scrambling among rocks as mountain-goats. A few have even reported seeing Ork-Cows successfully climbing small trees.
Ork Cows are usually mostly hairless, with ugly odd patches of scraggly, wiry black or brown hair sticking up around their horns, and in splotchy patches here and there on their bodies.
Ork Cows are relentlessly aggressive, towards each other and everyone else. They have a mean disposition and cruel temper. They will go out of their way to injure other animals. Left alone, they constantly squabble and fight: if they spot another creature, however, they will collaborate against it, using team tactics to corner and abuse it. Once the ‘fun’ is over, however, the temporary alliance is gone, and they quickly take any opportunity to harass or assault each other once more.
Tribes of Orks who maintain herds of Ork Cows make use of these animals in a number of ways. They are of course primarily of use as a food source, providing a mobile dinner for wide-ranging tribes of orks. Ork-cows, like goats, can eat almost any kind of vegetation, and are happy to strip bare whatever environment they may be left in. Orks also use them for their milk, which has useful properties: raiding parties usually secure a supply of milk and chug it just before battle, to give themselves extra prowess in the fight. Ork cows have particularly thick, tough skins, which make excellent leather for armor. Unlike ordinary cattle, Ork Cows do not make effective beasts of burden in most cases: they are too temperamental and aggressive. This does not prevent some ambitious orks from making the attempt, however, and if the ork in question is even more aggressive and viscious than the ork cow, these attempts can result in limited successes.
Typically, Ork tribes designate two or three individuals who are in charge of their Ork Cow herd: these individuals are called Cow-Orkers. Cow-Orkers are always carefully and meticulously shaved bald, with no body hair on them anywhere. They usually wear thick leather clothing, including boots and gloves, and wield long, spiky hooked implements to help wrangle the Ork Cows. Few other orks will willingly approach the Ork Cows – indeed, only the Cow-Orkers are likely to be able to mingle with them without being seriously injured.
In addition to the above uses, Ork Cows are commonly bred and trained for ring-fighting purposes. Individual, particularly aggressive animals are separated from the herd. Separating an individual and preventing all contact with the herd allows its natural hair to grow back – any Ork Cows kept together will quickly strip each other of most of their hair, leading to their normal, scruffy-naked appearance. A lone Ork Cow however is unable to reach most of its own hair, and soon grows a shaggy pelt over its back, shoulders, and head.
When the time comes for a fight, bets are taken, and then two hairy Ork-Cows are shoved into a corral together. At the sight of eachother’s hair, they invariably go after eachother in a frenzied attempt to rip out the opponent’s hair and eat it. Goring is typical, and sometimes one or the other cow is killed – however, the contest is deemed complete when one ork cow manages to pin the other and strip out (for example) at least five good mouthfuls of hair. (Exact victory conditions vary from one tribe to the next).
Ork Cows are also sometimes used in a combat role. They may be staked out around an encampment to serve as guards, with the knowledge that intruders will probably disturb them and their bellowing Frightful Moo will be heard. Ork Cows are also sometimes led to battle, driven before a fighting horde to sew confusion among the enemy as they rampage and assault the hairiest members.
Aside from Orks, no other species has ever managed (or desired, really) to domesticate or maintain herds of these animals. In some wilderness areas, escaped Ork Cows have formed wild herds – these animals represent a substantial danger, due to their aggressiveness, although a well-armed party can usually stave them off, especially if all hair is concealed from view.
Stats:
Ork Cow
Large Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, -1 Size, +5 Natural), touch 11, flatfooted 14
Base Attack/Grapple: +3/+10
Attack: Gore +6 melee (1d8+3)
Full Attack: Gore +6 melee (1d8+3) and Bite +1 melee (1d4+1) or Special (Scalp)
Space/Reach: 10 ft./5 ft.
Special Attacks: {Pounce*}, Scalp, Frightful Moo
Special Qualities: Pilophage, Ork Cow Milk
Saves: Fort +6, Ref +5, Will -1
Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 7, Cha 5
Skills: +5 Spot, +5 Listen
Feats: Alertness, Endurance
Environment: Temperate plains, forest, or mountains
Organization: Domesticated, solitary, or wild herd (6-30)
Challenge Rating: 2
Treasure: none
Alignment: usually CE
Advancement: 4-7 HD (Large, + Pounce*, CR3+)
Level Adjustment: -
{Pounce: (Ex)
When a creature with this special attack makes a charge, it can follow with a full attack – including Scalp attacks.}
*Ork Cows with the Pounce ability are CR 3.
Scalp: (Ex)
When an Ork Cow makes a Bite attack, if its opponent has any exposed hair, it attempts to bite and tear off its opponents hide. Instead of a normal bite, the attack is a Grab, in an attempt to start a grapple (use the normal grappling rules). If a grapple is started, the Ork Cow makes an immediate opposed grapple check – if successful, it tears off and swallows a hunk of hair and whatever it was attached to, dealing 1d8 damage. A creature which is successfully Scalped is forced to make a Fortitude save, DC = 10 + number of points of damage dealt, or else Bleed (1 HP of damage per round) for 1d4 rounds. If the Scalp is successful, the grapple is immediately (instantly) broken. If unsuccessful, it will attempt to maintain the grapple and make additional Gore and Scalp attempts in subsequent rounds.
Frightful Moo (Ex)
Ork Cows project an aura of menace at all times, but when they let loose with their Frightful Moo, they can reduce even hardened warriors to a quivering wreck. At will, as a standard action, an Ork Cow unleashes a haunting, hyper-aggressive bellow, affecting all opponents within a 60-foot spread. Opponents hearing the Frightful Moo must make a DC 14 Will save, or be Shaken for 1d6 rounds. (The save is CON based). Although an Ork Cow can use its Frightful Moo repeatedly (and they often do), once a creature has succeeded at its Will save it is immune to any Ork Cow’s Frightful Moo for the rest of the encounter.
Pilophage (Ex)
Ork Cows are largely herbivorous, like their ordinary cow cousins. However, they have an unusual (and powerful) dietary habit – they love to eat animal hair, and will do almost anything to get to it. Typically an Ork Cow will charge as soon as it spots another creature having hair, no matter how much larger or more dangerous that creature might appear to be. If possible, it will attempt to charge and attack, aggressively goring with its horns before attempting to rip out a mouthful of hair (often with scalp or hide still attached). Ork Cows' appetite for hair is insatiable. Pilophagia allows Ork Cows to successfully digest animal hair (most animals cannot do so).
Ork Cow Milk (Su)
The milk of a lactating Ork Cow has special properties. If one can manage to acquire it (female lactating Ork Cows are usually even more aggressive, ill-tempered, and downright evil than normal), ork cow milk is found to be a pale greenish-white color, with an intensely sickening odor and a thick, lumpy semi-curdled texture. While Orks claim to find it palatable, few other species can stomach Ork Cow Milk. Non-orks must succeed at a DC 14 Fortitude roll to successfully drink (and keep down) a pint of Ork Cow Milk. (This save is CON based).
Drinking a pint or more of Ork Cow Milk (and keeping it down) causes the following affects:
1d4 x 10 minutes after drinking: +1d4 temporary hit points; +1 temporary STR bonus; -1 temporary WIS penalty; +1 temporary Morale bonus to all attacks.
2d4 x 10 minutes after the above affects begin, the temporary hit points, STR bonus, WIS penalty, and Morale bonus wear off. They are replaced by a splitting headache and nausea: the affected creature becomes Sickened for 1d4 hours.
Ork Cow milk must be consumed within 48 hours of milking, or it spoils and all special affects are lost. Additional drinkings of Ork Cow milk (either simultaneously, or during the recovery period) has no affect.
Combat
Typically, a lone Ork Cow will only attack a dangerous foe if there is noticeable, exposed hair – in which case it does not hesitate to Moo, charge, and then make a gore attack; on its next attack it will try to grapple and Scalp. If there is no visible hair, an Ork Cow may still act aggressively – sometimes by charging, and sometimes by attempting to intimidate foes, or ward them away.
A herd of Ork Cows will behave even more aggressively, cooperating to surround and flank any creature, whether it has hair or not, and then harassing or outright attacking them. If there is no obvious hair to snack on, Ork Cows rarely fight to the death – they will break off and retreat if seriously injured. If the possibility of a delicious hair snack is held out, however, they will frequently fight long past any reasonable point. A herd must suffer substantial losses before they will break and scatter – often as much as half their number.
Unlike ordinary cattle, Ork Cows do not stampede. When they break, they usually veer off in all directions, and still retain enough sense to avoid leaping off of cliffs, etc.
Ork Cows have been known to leap down upon foes from atop small bluffs, high rocks, or short, strong trees.
[hr]
This is the first 3.5 creature I've tried to make, so, I'd appreciate folks checking my math. One thing I was unsure about is how to determine the number of feats are allowed for a given creature type and HD.
Also: re the challenge rating. I wanted a CR1. If the ork cow is too strong, I'd suggest dropping the Moo ability and, if that is insufficient, also Pounce. Your feedback is requested!
--after edits, I've bumped it to 2, with a 3 if you use the Pounce ability.
-Lep
[hr]
This is a submission for the Monsters in the Playground (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11557461 87) project.
[hr]
Edits made 9.10.2006 and 9.14.2006
[hr]
By the way, I shouldn't take 100% credit for this creature. A friend of mine, Lincoln, and I were discussing the original pun when we came up with this. All of the work on this page is mine... but he deserves partial credit for the idea. Thanks, Lincoln.