Beastmen
Beastmen
Armor Class 8
Hit Dice 2
Size M (5 ft.)
Move 24 (12)
Attacks 1
Damage By Weapon
No. Appearing 2-12
Save as F2
Morale 7
Treasure K, Q
Intelligence Average (8-10)
Alignment Neutral
XP Value 2300
Monster Type Humanoid
Frequency Very Rare
Terrain Tropical and Subtropical/Forests
Each tribe is led by a chief who is not elected or appointed, but simply
Beastmen resemble short, slender humans, except for the fine layer of adopts the leadership role as needed. A tribe’s chief varies from one day to
dark green or olive colored fur that covers their bodies. Underneath this is the next, as the situation warrants. For example, if the tribe is at war, the
an inner coat of coarse black fur. As a beastman moves about, his body chief is the best warrior. In cases where one or more individuals are suited
instinctively causes portions of the black fur to become erect, like the hair to the task, a competition of some sort decides the leader. It is not
on a cat's back when it is frightened. By doing so, the beastman creates a considered an honor to be the chief of the tribe, it is just a duty that many
pattern of stripes or spots that enables him to blend in with the hues and are called upon to carry out from time to time. Likewise, there is no shame
shadows of the forest around him. Because of this unique ability, beastmen in never being a chief, or in losing a competition for the leadership spot.
seldom wear clothing or ornamentation of any sort. Beastman culture does not discriminate against either sex. The only
The beastman language is very intricate, involving spoken elements, exception to this rule are pregnant women who, because of their
hand and body gestures, and changes in the patterns on the speaker‘s fur. importance to the future of the tribe, are treated with reverence and
While other races can learn the spoken and gestural portions of the excused from all heavy activity. Young are raised by the community as a
language, they are unable to reproduce the color changes. Thus outsiders whole. Ten percent of any tribe are young (10%-80% mature).
can speak in only the simplest Terms. Beastmen live in houses woven from the living branches of the
The beastman’s unusual ability to camouflage himself in the forest forest‘s treetops. Each such shelter provides a home for ld4 + 2 adults of
makes him a dangerous hunter or adversary. When he chooses to remain mixed gender who have a form of group marriage. In addition, there may
undetected, a beastman can hide in shadows with a 90% chance of success. be one or two children in the house.
This ability works only in places where the beastman’s dark green and Beastmen do not believe in magic, ghosts, spirits, or the supernatural.
black coloration blends with the foliage. When he attacks an opponent who If they cannot see, hear, or touch something, then it does not exist. There
is not aware of his presence, the opponent suffers a -6 penalty to his are many who say that this is because of the beastmen’s innate magic
surprise roll. resistance. On the other hand, there are those who feel that the reverse is
Although beastmen generally seek to avoid combat (or even contact) true; that this disbelief grants the beastmen their immunity to spells.
with outsiders, they certainly defend themselves and their tribes. When
they engage in combat, their ability to camouflage themselves and their
natural magic resistance make them dangerous opponents. In combat,
beastmen employ a variety of spears, stone axes or knives, bolas, and
blowguns. They create a special toxin for use in their blow gun darts-a
weak form of class F poison (those who fail their saving throws vs. poison
die in 2d4 rounds). Although just as lethal as other dass F poisons, all
saving throws made to resist its effects gain a +4 bonus.
Sometimes beastmen take opponents prisoner rather than kill them.
In these cases, a large, weighted net woven from vines and creepers is
dropped from above. Prisoners taken with such a net are often stripped of
all possessions and then released far from the tribe. If, however, they are
judged to be a threat even after this is done, they are put to a painless
death.
Each beastman tribe consists of between 40 and 60 individuals,
though most encounters occur with hunting parties of ld6 +4 individuals.