I have a few others in the pipeline. Easy to do every so often.
I added gargantua later and can update these easily. Added ape abhumans, monkey race based on halfling stats, a monkey spirit race with spell casting like elves and can change from monkey to human or anything in between vice versa one per level per day. Wise monkeys are based on gnomes but they are very hairy monkeys with big moustashes who are benevolent forest guardian faerie folk of the jungle. I will be abusing my home made character classes with less human animal versions to have a diversity of beast folk in different sizes or magical aptitude. So you can be big barbarian like abhuman beast man or more magical shape shifting shape changer. Or the hobbit or gnome could be reskinned as intelligent smaller than human size intelligent animals. Halflings from 3-5 foot tall good at sneaking, throwing rocks and fighting be good base for plenty of animals, gnomes better for smaller more magical ones. Anyway this mods will be written into class variants in my game for weird animal and animal like humanoids.
Primates (Monkey and apes)
Primates can use clubs or weapons or at least throw rocks, fruit or feces. They cant throw or run as far as a human. The movement rate below is running on all fours or swinging, most are slower when walking over ground by half on only two legs. Large apes of the Alpha get +1HP per dice and +1 hit, damage and save. Alpha Ape gets a extra HD, AC and +2 hit damage and save. Lemurs, gibbons and other primates exist and may have harger prehistoric cousins you could use with larger ape stats.
Wild
Spider Monkey AC+3 HDd4 ATT bite d3 MOV 12” common small pet monkey
Baboon AC+3 HD1+1 ATT unarmed d4 or club or rock MOV 12” d3 hurl rock
Giant Baboon AC+3 HD3+3 ATT punch and bite d4/d4/d6 MOV”12 d4 hurl rock
Chimpanzee AC+8 HD2 ATT punch or bite d6 MOV 12” d4 hurl rock
Orungutang AC+8 HD3 ATT punch or bite d6 MOV12”
Gorilla AC+4 HD 4+1 ATT punch and bite d6/d6/d8 MOV 12” hug attack
Strange Apes
White Apes AC+4 HD4 ATT Punch d4/d4 MOV 12” Albino live in snow and caves 12” infravision, d4 hurl rock
Cavemen AC+2 hides HD2 ATT Weapon +1 hit and damage MOV 12” primative humans, d3 hurl rockApe Folk AC+3 leather HDd12 ATT d4 punch or Weapon MOV 12" as abhuman class, double leap, night vision, human technology
Monkey Folk AC+2 leather HD1 ATT Weapon MOV 12" as halfling class with prehensile tail, d4 hurl rock x3/round, low techMonkey Spirit AC+0 clothes HDd6 ATT Weapon MOV 12" as changeling class from human to monkey with spells
Wise Monkey AC+1 dex HDd6 ATT Weapon MOV12" as gnome class can turn invisible 1round/lv and cast cantrip/level, benevolent
Carnivorous ape AC+4 HD5 ATT punch and bite d8/d8/d10 Hug attack
Yeti AC+4 HD 4+4 ATT punch d6/d6 Move 15” 2d8 Hug attack, Fear Gaze, d6 Hurl rock
Sasquatch AC+4 HD 6-8 ATT punch d8/d8 Move d12” Hug attack
Giant Ape AC +5 HD10 ATT punch and bite d10/d10/d12 Hug attack, d10 hurl rockGargantuan AC +8 HD50 ATT punch or stomp vs human size 3d10x2 also bite vs giant 5d10 MOV12" Titanic size, 3d10 hurl rock
Primate Skills
Most apes have a d3 skills depending on age and cleverness with leaders knowing a skill per HD
d20 Primate Skills
1 Hug attack - if two punches hit ape gets to hold the target and inflict highest damage per round automatically
2 Hurl rock - can throw a single rock, can take up to two more skill slots in this for extra attacks per round
3 Survival - can find all means of survival to spare and take care of others like old and children
4 Forage plants - can always find tasty food plants like fruit and nuts or roots or bulbs
5 Herbalism - can select plants to help woulds heal +1 per day and treat illnesses symptoms
6 Forage insects - you can locate yummy bugs and grubs and know how to get termites
7 Forage water - you can always find a source of water to share
8 Swing - can add a d6” to move when swinging through forests or elsewhere
9 Instant Stand - can get up instantly in combat from a fall or slip
10 Tumble - reduces fall damage by 20’, can roll and spin and tumble
11 Dodge - +1 AC by being better at avoiding wounds
12 Toughness - +1HP per HD
13 Acrobatics - can make incredible aerial moves while swinging or leaping in the air
14 Balance - can run along branches and vines and ledges easily
15 Jump - can accurately jump and land on a dime at maximum distance without falling
16 Leap - +1 foot leap per level (height across or half up standard, double with a run up)
17 Weaving - can weave hair or branches into vines or shelter or containers or rafts
18 Wallrunning - can run up a wall 1’/lv after leaping to get up walls or trees
19 Clubs - can use a club usually does damage of fist bumped up by one
20 Leadership - is respected by hierarchy as strong, wise or clever and get extra food
Primate Powers
Some magical apes have a power with some having several. Boss apes might have a extra with alpha leader always having two extra
d30 Primate Powers
1 Horned - extra attack equal to punch for damage and +1AC
2 Marine - is adapted for semi aquatic living, a second roll and can breathe water
3 Cam - can hide in one type of environment like winter, night, forest, desert. Rocks
4 Intelligent - can understand speech and as clever as a human
one extra roll of this can speak and a third roll can cast spells too HD=Lv of magician
5 Cyclops - can shoot a sleep spell ray 1” per turn
6 Winged - can glide like a flying squirrel, second roll can fly with wings like bird bat or bug
7 Ice - Immune to cold and radiates cold d6 damage with 1”
8 War - can use melee weapons and some re purposed armour, second roll can use missiles
9 Lava - d3 extra damage per touch from heat, immune to fire +1 damage per dice from cold and hate water
10 Displacer - actually 3’ from real position first missile misses +2 AC
11 Phaze - can become insubstantial and pass through walls and not be harmed +4AC attack or be attacked only by slipping in phaze, otherwise can only attacked with magic weapons
12 Rock - stone like skin +2AC
13 Beserker - +2 hit and damage can keep fighting until -10 never check morale
14 Tail - d6 1= prehensile and can use a weapon 2=d4 poison scorpion stinger 3=poisonous snake 4=Glowing gem can shoot a magic missile per round 5=squirts acid 2d4+1hp/round for d4 rounds 6=constrictor can grapple and crush damage as hug attack
15 Leap can add 1”per HD to jump distance with a second roll can ride on a cloud 1 mile per HD once a day
16 Breath once per turn can breathe 1” range 1=stinking cloud 2=fire d6/2HD 3=Sleep gas 4=d6/2HD lightning 5=insect swarm inflicts a hp damage for one round per HD and confuses without a INT save
6=diseased miasma
17 Regenerate - recover one HP per round except fire or acid which are needed to kill
18 Extra Limbs - come in sets of 2 - d6 1=tentacles can grapple 2=lampreys can blood drain d4 per round once attach with hit 3= pincers can nip as a punch or grapple 4=hooks can damage as punch or grapple
19 Blink - can teleport 3” in melee and can port after attack if win initiative
20 Fear - can cause fear with a roar and chest beating to all enemies within 6”
21 Vampire - can suck blood from a held or bitten tarket for a d4 extra per round, heals 1hp per d4
22 Spiderclimb - can climb like a spider on any surface and drop on prey
23 Sonic Attack - 1” range sonic blast d6/2HD, causes deafness for 1 turn save halves and avoids hearing loss
can use once a turn
24 Bite - huge jaws and teeth or beak bump dice up or exta attack if without a bite attack
25 Invisible - +4 AC when invisible as per spell, second roll of power makes it always on
26 Extra head - with extra bite attack and can take turns to sleep and watch
27 Huge claws - bump fist damage up to next highest dice
28 Huge specimen +2HD +1AC
29 Spinneret - can spin webs into nets (STR save to escape) or use to swing or build or like rope
30 Musk glands - when enraged generate a stinking cloud 1” around ape, does not effect others with same ability
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