We return again this week to the space western stylings of the Mandalorian and the many alien beasts there-in. This time its the surprisingly deadly mudhorn, a shaggy beast not to be trifled with.
N Large animal
Init +0; Senses low-light vision; Perception +13
EAC 18; KAC 20
Fort +10; Ref +10; Will +5
Speed 40 ft., swim 10 ft.
Melee gore +16 (1d8+11 B/P)
Space 10ft.; Reach 10ft.
Offensive Abilities bowling charge
Str +5; Dex +0; Con +3; Int -5; Wis +2; Cha +0
Skills Athletics +18, Survival +13
Other Abilities muddy step
Environment caves, marshes, ponds, river banks, swamps, watering holes, and similarly damp temperate areas
Muddy Step (Ex) Due to it’s broad feet and webbed toes, a mudhorn can move over mud flats, swamp, marsh, or virtually any difficult watery terrain at its normal speed. It can even charge in these conditions.
Bowling Charge (Ex) When charging a mudhorn can make a trip attack in place of a regular attack with it’s horn, and receives a +4 circumstance bonus on the trip. If the trip is successful, the target suffers 11 points of bludgeoning / piercing damage and is knocked prone.
Mudhorns are herbivorous monotremes native to warm, wet areas with abundant vegetation. Notoriously territorial, near-sighted, and featuring the impressive horn that is their namesake in both sexes, no few explorers has run afoul of a mudhorn by simply surprising the animal. An enraged mudhorn attacks immediately, and does not stop charging and goring until the target of it’s ire is completely destroyed.
Common near bodies of water, mudhorns typically dig muddy hollows to nest in and lay their eggs, but will happily take up residence in an existing cave structure if it is damp enough to be a good place to hatch their furry eggs.
I don’t care how big your plasma cannon is, a fuzzy cross between a prehistoric rhino and a modern day hippo is a force to be reckoned with. If you like this post, or any of my others, maybe toss me some coffee money?
Until next time Starfinders!
Artist and Writer