Illustration by "Dug"
Beastman AKA: Goat Boy, A face a mother would even run screaming from. HACKFACTOR: 4 EP VALUE: 120 CLIMATE/TERRAIN: Any FREQUENCY: Uncommon ORGANIZATION: Tribal ACTIVITY CYCLE: Any DIET: Carnivore INTELLIGENCE: Semi - Low ALIGNMENT: Lawful Evil NO.APPEARING: 10-100 SIZE: M (6' tall) MOVEMENT: 12" PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/Nil MORALE: Resolved (18) ARMOR CLASS: 5 NO. OF ATTACKS: 1 head butt or by weapon(which they normally favor polearms) DAMAGE/ATTACK: 2d6 or weapon +5 (for 17 strength) SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil HIT DICE: 4 CREATED BY: Paul Backstrom
Beastman
DESCRIPTION: Whenever a villian needs some fodder henchmen, beastmen will be ready to accept the call. Their huge goat head helps the adventurer easily identify these fearsome creatures. Beastman come in a wide variety of colors including blue, brown, black, and red. They tend to be dirty and clothe themselves with bits and pieces of different types of armor. Beastmen love to use large weapons especially polearms. They are pretty strong (17) which allows them to use the polearm one handed with out a penalty.
The language of beastmen sounds like the bleating of goats (they have a goat head for pete's sake, what else would you expect?). They do understand common, orc, goblin, hobgoblin and bugbear.
COMBAT/TACTICS: Beastmen do not have very sound tactics, they just love to rush in and engage their opponents in hand to hand combat. They believe that superior numbers always wins the day. When beastmen are engaged in hand to hand combat there is a cumulative 10% chance per turn that they will go beserk. Please follow the same rules for beserk found in the PHB. Treat beastmen as 2nd level beserkers. Beastmen don't tend to retreat unless they suffer heavy casaulties 70-80%.
Since Beastmen have 17 strength, they get +2 to hit and +5 to damage.
HABITAT/SOCIETY: Beastmen are drawn to evil beings with a lot of power and wealth. They have no problem living where ever their master is. In the beastmen quarters, half of the beastmen encountered there will be females who only have a strength of 15 (+1 to hit and +3 Damage) or children. Females will attack any intruders without hesitation. Any beastmen children which are present will help in the defense of the quarters. Beastmen children have the same stats as hobgoblins.
Beastmen are always led by a 5 hit dice hero, minimum 7 hit points per hit die, AC 3, and doing +6 damage. These heroes normally wield huge two handed swords as their primary weapon.
Whenever they have the opportunity, beastmen will plunder, rape and pillage. They love taking things, especially gold and jewels.
YIELD:
Medicinal: Nil
Spell Components: Blood can be used in making a potion of beserker rage.
Hide/Trophy Items: Nil
Treasure: j,k,l,m, b in quarters
Other: Nil
Mikeeze Wurld is © 2001 by Michael S. Hensley.
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