Wednesday, October 15, 2025

Charger

A creature inspired by the Monster Extractor I.

The Charger is a large, shaggy-furred black goat. Its great horns are known to contain a powerful energy. They are mischievous and tend to live in large herds. Chargers are farmed not only for their meat, milk, and furs, but their horns are also believed to have medicinal properties. This is largely false - their horns have uses, though this is well beyond the ken of your average goat farmer.

AI generated, I am not an artist.

Initiative: +0;
Attack: ram +1 melee (1d6);
AC: 20; HD: 2d8+2 (12 HP);
Movement: 30', Action Dice: 1d20;
Special: quantum, recharge, electrodes;
Alignment: Chaotic;
Saves: Fort +2, Ref +1, Will +0;

Quantum: Can seemingly teleport when nobody is looking (as can all goats, they just choose not to).

Recharge: Electrical damage to the Charger is nullified and instead charges its Electrodes ability.

Electrodes: Its horns channel electricity, which violently discharges if the Charger can connect both its horns with a conductor. They seem to get enjoyment out of this, and will mischievously headbutt the sword at a traveler's hip simply for the sake of setting off a loud bang. This knocks the target prone, knocks the weapon to the ground (5' away), deals 1d6 electrical damage, and if the damage roll is a 6, lights the target's clothing on fire (if applicable). They must use an action smothering the fire or disrobing, else they begin taking fire damage the next Round.

The Charger can do this once, then must spend a few minutes rubbing its hooves on the ground to build up static charge (as one can with shoes on a carpet) before it can discharge again. If the Charger has charged horns and lands a critical hit, it will always have this effect, directly shocking the person if they aren't carrying anything conductive. If they aren't charged, they roll on the critical table as usual.

Chargers are not particularly aggressive if unprovoked, and indeed do not usually intend to seriously harm their victim. It is rare that anyone is killed by their shock, though it is still inadvisable to carry a sword or wear armor near a herd. If there are multiple targets with conductive items, Chargers will choose the toughest-looking one to harass (prioritize high-HP PC's). If someone drops their sword due to a Charger's jolt, the rest of the herd might work together to keep it away from its owner, launching it up to 30' at a time using their discharge.

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Encounter suggestions:

  • A herd of Chargers on a farm, where the players can't simply kill the livestock without getting into trouble. Getting their sword back is kind of a puzzle, but more of a prank than a dangerous encounter. I'm sure your players will love being outsmarted by a bunch of goats.
  • As a familiar to an electromancer, who can recharge it.
  • Being used as a warbeast by some goblins. It will take the Warrior out of action at the start of battle.
  • Ne'er-do-wells making them fight each other with metal collars attached to see which one can shock the other first. Very cruel, will probably make the players start a fight to protect the animals.

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