A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Kurtz’s Monkey Men
Kurtz hasn’t limited himself to just altering the
natives. He’s also done it to the
wildlife. The Ape and Chimp-men have
been slightly evolved and demonically possessed (they have the red eyes) into
warriors. This is yet another experiment
to find the best and most obedient troops.
He’s hoping their animal savageness and some xenophobia caused from
seeing intelligent apes will make them more effective.
Ape-men Warrior
HD 2+2, Hp 11 (18
Sgt), AC 15 (Leather)
Fort +4, Ref +0,
Will +0
Melee: Stone Axe +3 to hit 1d8+2
Ranged: Spear +3 to hit 1d8, S
Ape-men Leader
HD 6+2, Hp 36, AC
15 (Leather)
Fort +6, Ref +2,
Will +2
Melee: Stone Axe +8 to hit 1d8+4
Ranged: Spear +8 to hit 1d8, S
These are full-on gorillas, but wearing armor and wielding
weapons. Their glowing red eyes show a
level of near human intelligence, but their attacks are nothing but savage.
Chimp-men Soldier
HD 1, Hp 4, AC 15
(Leather)
Fort +1, Ref +3,
Will –3
Melee: Club +1 to hit 1d6
Ranged: Javelin +3 to hit 1d6, S
Alchemical Molotov Cocktail (carries 1, dropped from Dire Bats, no fuse, detonates on impact) +3
to hit 3d6 Ref Sv ½ damage, may set off flammables in the area
Dire Bat (Chimp-men mount)
HD 4
(d8+12), Hp 30, AC 20 in flight, 12 on ground (Natural)
Fort
+7, Ref +10, Will +6
Melee: Bite +5 to hit 1d8+4
Grapple: 2x Claws
+5 to hit, if both claws hit, victim is grappled and flown into the air. Victim has one shot at a DC 12 Str or Escape
Artist check to get loose and fall without being injured only stunned 1
rd. Otherwise they are taken up to
altitude and dropped. (XP will have to
be spent to save from that.)
Ranged: Dive
Crapping DC 12 Ref Sv or covered in crap, stunned 1 rd from smell (1 crapping
per bat)
Chimp-men Captain
HD 2, Hp 8, AC 16
(Leather)
Fort +2, Ref +3,
Will -1
Melee: Spiked Club +2 to hit 1d8
Ranged: Javelin +4 to hit 1d4, S
Chimp-men Chieftain
HD 3d8+3, Hp 16,
AC 17 (Studded Leather)
Fort +5, Ref +4,
Will +1
Melee: Spiked Club +5 to hit 1d8+2
Ranged: Javelin +6 to hit 1d6+2
Stealth +6 (DC 18 to Detect)
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