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| Nilbog10-01-07, 09:26 PM | I did a Barsoom creatures thread here: link (http://forums.gleemax.com/showthread.php?t=873510) This is for Edgar Rice Burroughs' non-Barsoom creatures: Moon series, Tarzan series, Pellucidar series, The Land That Time Forgot, etc. (The Frightful Men first appeared in THE RETURN OF TARZAN). Frightful Man of Opar (1st-level Warrior) Medium Humanoid Hit Dice: 1d8+1 (5 hp) Initiative: -1 Speed: 30 ft., climb 10 ft. Armor Class: 11 (-1 Dex, +2 natural) Base Attack/Grapple: +1/+7 Attack: Club +3 melee (1d6+2) Full Attack: Club +3 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Qualities: Low-light vision Saves: Fort +3, Ref -1, Will +0 Abilities: Str 14, Dex 9, Con 12, Int 9, Wis 10, Cha 9 Skills: Intimidate +1, Jump +4 Feats: Improved Grapple --- Environment: Warm forests and underground (ruined city of Opar) Organization: Patrol (2-8) or band (9-16) Challenge Rating: 1/2 Treasure: Standard coins, no goods, standard items Alignment: Usually neutral evil Advancement: By character class The Frightful Men of Opar are creatures resembling a mix of ape and human. They are the male half of the race inhabiting the lost city of Opar; the women remain human in form. This has occurred because of interbreeding with the "great apes" (Mangani) around Opar, and infanticide of apish appearing women. The population of Opar is now probably no more than a few hundred. Only the Frightful Men leave the city; the women, being human and lacking the Frightful Men's abnormal strength and mobility in the jungles, remain in Opar. COMBAT Frightful Men may try to kill opponents, or capture them to be sacrificed later. They are brutal and merciless. They usually use clubs as their weapons, but also love to grapple bare-handed, gouging and grasping at their foes. FRIGHTFUL MAN CHARACTERS Most Frightful Men are warriors. There are a few barbarians as well, those Frightful Men most powerful in battle. At any one time, Opar also has a high priest (a Frightful Man druid), and he is likely to have a few acolytes or apprentices. Frightful Men are unlikely to reach a significant level in any class due to their lack of focus; the high priest is usually 3rd or 4th level. Frightful Man druids invariably worship the Flaming God. |
| Nilbog10-01-07, 10:10 PM | (The Bolgani Men first appeared in TARZAN AND THE GOLDEN LION.) Bolgani Man Medium Humanoid Hit Dice: 2d8+4 (13 hp) Initiative: +0 Speed: 30 ft., climb 10 ft. Armor Class: 12 (+2 natural) Base Attack/Grapple: +1/+4 Attack: Spear +5 melee (1d8+3) Full Attack: Spear +5 melee (1d8+3) Space/Reach: 5 ft./5 ft. Special Qualities: Low-light vision Saves: Fort +2, Ref +3, Will +0 Abilities: Str 16, Dex 11, Con 14, Int 11, Wis 10, Cha 9 Skills: Climb +11*, Intimidate +3, Jump +8 Feats: Weapon Focus (spear) --- Environment: Warm forests (Valley of Diamonds) Organization: Patrol (2-8) or band (9-16) Challenge Rating: 1 Treasure: Standard coins, no goods, standard items Alignment: Usually lawful evil Advancement: By character class The Bolgani Men are great apes (Mangani) with human blood, just as the Frightful Men are humans with Mangani blood. The Bolgani Men are vastly superior to their cousins, on whom they prey, in almost every respect. They possess all the intelligence of a human as well as most of the strength of the great apes. "Bolgani" is the term for a gorilla in the language of the Mangani. While not true gorillas, the Bolgani Men resemble them closely. The Bolgani Men keep human slaves that they breed for reduced intelligence and social ability. COMBAT Bolgani Men, if they do not feel really threatened, may try to capture and enslave humans. They normally fight with spears. BOLGANI MAN CHARACTERS Bolgani Men who take class levels are likely to become barbarians. |
| Nilbog10-22-07, 07:29 PM | Ho-Don/Waz-Don (1st-level Warrior) Medium Humanoid Hit Dice: 1d8 (4 hp) Initiative: +2 Speed: 30 ft., climb 10 ft. Armor Class: 12 (+2 Dex) Base Attack/Grapple: +1/+1 Attack: Dagger +3 melee (1d4); or javelin +3 ranged (1d6) Full Attack: Dagger +3 melee (1d4); or javelin +3 ranged (1d6) Space/Reach: 5 ft./5 ft. Special Qualities: Low-light vision Saves: Fort +2, Ref +2, Will +0 Abilities: Str 10, Dex 15, Con 10, Int 11, Wis 10, Cha 11 Skills: Climb +4, Jump +4 Feats: Weapon Finesse --- Environment: Warm forests and hills (Pal-Ul-Don) Organization: Solitary, pair, patrol (3-6), band (7-12 plus 50% noncombatants), or tribe (10-60 plus 50% noncombatants) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral Advancement: By character class The Ho-Don and Waz-Don are humanoid monkeys. They look just like humans except that they have soft, short fur and a long, flexible tail. The Ho-Don and Waz-Don are nearly identical, differing only in color and amount of hair. These races inhabit Pal-Ul-Don, especially the stone age city of the Ho-Don, Alur. COMBAT If they enter battle, both Don races will hurl stone-tipped javelins or use their knives. HO-DON/WAZ-DON CHARACTERS Most Ho-Don and Waz-Don are warriors. There are a few barbarians as well, those most powerful in battle. |
| Nilbog10-22-07, 08:37 PM | Gryf Size/Type: Gargantuan Animal Hit Dice: 17d8+118 (194 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15 Base Attack/Grapple: +12/+36 Attack: Gore +19 melee (3d10+12) Full Attack: Gore +19 melee (3d10+12), 2 claws +14 melee (1d8+6) Space/Reach: 20 ft./15 ft. Special Attacks: Improved grab, powerful charge 5d8+18 Special Qualities: Low-light vision, scent Saves: Fort +17, Ref +12, Will +8 Abilities: Str 35, Dex 14, Con 25, Int 2, Wis 15, Cha 10 Skills: Listen +8, Move Silently +18, Spot +15 Feats: Alertness, Improved Natural Attack (gore), Run, Toughness (2), Track Environment: Warm forests and hills (Pal-Ul-Don) Organization: Solitary or pair Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: 18-33 HD (Gargantuan); 34-51 HD (Colossal) Level Adjustment: — A gryf is similar to a triceratops, but it is larger and vastly more dangerous. Unlike its relative, the gryf hunts live prey. It is armed with long talons and meat-grasping teeth. Combat A gryf tends to hunt by surprise. Improved Grab (Ex): To use this ability, a gryf must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can deal bite damage automatically. Powerful Charge: When a gryf charges, in addition to the normal benefits and hazards of a charge, it can make a single gore attack for 5d8+18 damage. Skills A gryf has a +4 racial bonus on Listen and Spot checks, and a +10 racial bonus on Move Silently checks. |
| Nilbog10-22-07, 11:12 PM | Dyrodor Size/Type: Gargantuan Animal Hit Dice: 16d8+96 (172 hp) Initiative: +3 Speed: 30 ft. (8 squares), fly 40 ft. (clumsy) Armor Class: 19 (-4 size, +3 Dex, +10 natural), touch 9, flat-footed 16 Base Attack/Grapple: +11/+33 Attack: Tail slap +17 melee (5d6+10) Full Attack: Tail slap +17 melee (5d6+10), bite +12 melee (2d6+5) Space/Reach: 20 ft./15 ft. Special Attacks: - Special Qualities: Low-light vision, scent Saves: Fort +16, Ref +12, Will +8 Abilities: Str 31, Dex 16, Con 23, Int 2, Wis 15, Cha 10 Skills: Listen +11, Spot +10 Feats: Alertness, Improved Natural Attack (tail slap), Run, Toughness (2), Track Environment: Warm hills and mountains (Pellucidar) Organization: Solitary or pair Challenge Rating: 9 Treasure: None Alignment: Always neutral Advancement: 17-32 HD (Gargantuan); 33-48 HD (Colossal) Level Adjustment: — The dyrodor is perhaps the strangest of the bizarre creatures of Pellucidar. It is a variant of stegosaurus, up to 75 feet in length, that possesses the ability to fly, using its plates as wings. Combat The dyrodor is a pugnacious creature, often attacking humanoids. |
| bhu10-24-07, 02:36 AM | Sweet :D |