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Warkor
Description: The warkor is a creature that is large like a rhino and tough like one too with this exception, the warkor is mild gentle and a grazer. This creature was a war mount of the Chaos Wars and when the war was over and it was time to put things in their place, because of bad memories, this creature was put behind the stone curtain of the Northern Wilderness to fend for itself.
These gentle giants are also in remote areas near the Nimro mountains and are used as a beast of burden and wagon pulling. This beast has a tougher meat and heaver hide just perfect for those rougher winters or giant lifestyle.
The creature might be bovine in behavior but has no horns but a tough thick skull and tusker like fangs. Their padded feet allow them to displace their immense weight evenly so that they can run and move. Jumping is not possible but rearing up on their hind legs is. Their roar can be heard for about a half mile and sounds like a tuba being blasted.
What makes this creature unique is that it has the inate ability to smell fairie mushrooms and decern from the poison ones. Those that hone this creature's tallents are able to get the mushroom and upon eating it gain a +20 to their P.P.E. for 24 hours until the effects of the magic fungus disipates. These creatures have become (because of this) coveted by man and fairie alike and can be found grazing near fairie rings protected by the fairie folk.
What makes this creature unique is that it has the inate ability to smell fairie mushrooms and decern from the poison ones. Those that hone this creature's tallents are able to get the mushroom and upon eating it gain a +20 to their P.P.E. for 24 hours until the effects of the magic fungus disipates. These creatures have become (because of this) coveted by man and fairie alike and can be found grazing near fairie rings protected by the fairie folk.
Alignment: Scrupulous when trained; tends to nip at the hand that feeds it.
The Eight Attributes:
I.Q.: 1D4 M.E.: 2D6 M.A.: 2D6 (they are irritable at times) P.S.: 5D6 (supernatural)
P.P.: 2D6 P.E.: 4D6 P.B.: 2D6 Spd.: 5D6X2
Hit Points: P.E.
+ 10
S.D.C.: 1D6X10
Natural A.R.: 9
Horror Factor: 8
(due to their size)
P.P.E.: 2D6
O.C.C.: Not
Applicable
Natural Abilities:
The warkor spit and when they do it’s a lot of mucus (equal to a gallon). The gallon of goop is similar to a camel or
lamas spit; debilitating but does not hinder movement to much (-1 to strike
parry and dodge). The bark from this creature can be heard for a half mile when
they are angry but most of the time they are mild. The bark alerts other warkor
of possible danger as well as their giant masters.
Attacks per Melee:
2 (slow)
Damage: When the
creature bucks up, the stomp attack is horrifying (H.F.:12) and the victim may
freeze in terror. They also bite with their razor sharp teeth. To those they
know it’s a meager nip (1D4) but to those that they do not know it can be
terrible 6D6. Also a shoulder block (body block or head butt) is hard on those
who get impact even at a standstill. Stand still: 3D6 Ramming speed: 6D6.
Bonuses: +2 to
strike, +2 to initiative
Magic: None
Psionics: Six
Sense, See the Invisible, Empathic Transmission
Value: Alive: 1200 to 1800 (not sold in human
communities), Fur: 300 to 600, Meat: 100 to 300
Average Life Span:
80 to 120 years (The older produce the sweeter meat and softer coats)
Habitat: Prefer
cold climates near mountainous regions.
Range: Lower Northern
Wilderness, Land of the Damned, Ophid Grasslands but can be found near Mount
Nimro (thanks to the giants). Those creatures will have shorter fur.
Language: Not
Applicable
Enemies: Not
Applicable
Allies: Not
Applicable
Size: Twelve feet
tall and sixteen to twenty feet across
Weight: 1400 lbs.
Notes: These
timid and shy creatures are a bit jumpy (-3 to initiative) and will bite and
ram those they do not know or like. They tend to adopt certain individuals
after 1D6 months and consider them part of the herd. At that point they will
not jump at their approach and will not run away.