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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 2891903" data-attributes="member: 40121"><p>next: 2 monkey-like creatures</p><p></p><p><strong><span style="color: Red">Manoryx</span></strong></p><p><strong>Small Monstrous Humanoid</strong></p><p><strong>HD</strong>: 2d8+2 (11 hp)</p><p><strong>Initiative</strong>: +3</p><p><strong>Speed</strong>: 30 ft. (6 squares), climb 30 ft.</p><p><strong>Armor Class</strong>: 15 (+1 size, +3 Dex, +1 natural), touch 12, flat-footed 12</p><p><strong>Base Attack/Grapple</strong>: +2/-3</p><p><strong>Attack</strong>: Claw +6 melee (1d3-1)</p><p><strong>Full Attack</strong>: 3 claws +6 melee (1d3-1) and bite +1 melee (1d4-1)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Prehensile tail, spell affinity</p><p><strong>Special Qualities</strong>: Darkvision 60 ft., scent, simiarach empathy</p><p><strong>Saves</strong>: Fort +1, Ref +6, Will +3</p><p><strong>Abilities</strong>: Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 10</p><p><strong>Skills</strong>: Climb +16*, Knowledge (arcana) +6, Hide +11*, Listen +7, Spot +7</p><p><strong>Feats</strong>: Alertness (B), Weapon Finesse (B), Dodge</p><p><strong>Environment</strong>: Warm forests</p><p><strong>Organization</strong>: Solitary, party (2-6 with 1-2 simiarachs) or tribe (20-50 with 3-15 siminarachs)</p><p><strong>Challenge Rating</strong>: 1</p><p><strong>Treasure</strong>: Standard </p><p><strong>Alignment</strong>: Usually neutral</p><p><strong>Advancement</strong>: By character class</p><p><strong>Level Adjustment</strong>: +2</p><p></p><p><em>This monkey walks up right and is about the same size of a halfling. It wears simple clothes over its brown fur. Its tail ends in a strange appendage that looks like a humanoid hand.</em></p><p></p><p>Living in the deepest jungles, the manoryxes are making their kingdoms. These curious simians live a busy life: every member has a specific role, such as scout and warrior. A tribe is lead by a patriarch, a grey-furred manoryx. Having an affinity with spells, many manoryxes are wizards, using crude parchments as their spellbooks.</p><p>They make their home in trees, although they do not try to steal other creatures’ territories. They maintain good relations with elves and fey, but any intruder is scouted and expelled by troups, at spear point and sling bullets. They also have a symbiotic-like relation with simiarachs, a crossbreed between apes and spiders.</p><p>Manoryxes speak Common, Sylvan and their own language, Manoryx, which is a series of hoots and screechs.</p><p></p><p><strong>Combat</strong></p><p>A manoryx stays hidden in tree foliage and strikes from above. Thanks to their tail, they can move through branches with ease while staying out of reach. </p><p><strong>Prehensile Tail (Ex)</strong>: The hand at the end of a manoryx’s tail serves as a fully functional hand and it can take Multiweapon Fighting. The tail heightens the manoryx’s sense, granting Alertness as a bonus feat. The tail also gives a +4 bonus to Climb check. </p><p><strong>Simiarach Empathy (Ex)</strong>: When dealing with a simiarach, a manoryx has a +10 inherent bonus to Bluff, Diplomacy, Intimidate and Sense Motive.</p><p><strong>Spell Affinity (Ex)</strong>: A manoryx has a special affinity with arcane and divine spells. This gives a +1 to caster level and a +1 to overcome spell resistances when casting arcane or divine spells.</p><p><strong>Skills* </strong>: Manoryxes have a +8 racial bonus on Climb checks, in addition of their tail, and can always choose to take 10 on Climb checks, even if rushed or threatened. They have also a +4 racial bonus to Hide checks.</p><p></p><p><strong><span style="color: Red">Simiarach</span></strong></p><p><strong>Large Monstrous Humanoid</strong></p><p><strong>HD</strong>: 6d8+12 (39 hp)</p><p><strong>Initiative</strong>: +2</p><p><strong>Speed</strong>: 30 ft. (6 squares), climb 30 ft.</p><p><strong>Armor Class</strong>: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15</p><p><strong>Base Attack/Grapple</strong>: +6/+17</p><p><strong>Attack</strong>: Claw +10 melee (1d6+5)</p><p><strong>Full Attack</strong>: 4 claws +10 melee (1d6+5) and bite +8 melee (1d8+2)</p><p><strong>Space/Reach</strong>: 10 ft./5 ft.</p><p><strong>Special Attacks</strong>: Improved grab, rend 2d6+7, web</p><p><strong>Special Qualities</strong>: Darkvision 60 ft., manoryx empathy, scent</p><p><strong>Saves</strong>: Fort +4, Ref +7, Will +5</p><p><strong>Abilities</strong>: Str 20, Dex 15, Con 15, Int 8, Wis 10, Cha 8</p><p><strong>Skills</strong>: Climb +17*, Hide +2*, Listen +11, Spot +11</p><p><strong>Feats</strong>: Alertness, Power Attack, Multiattack</p><p><strong>Environment</strong>: Warm forests</p><p><strong>Organization</strong>: Solitary, pair or family (3-8)</p><p><strong>Challenge Rating</strong>: 4</p><p><strong>Treasure</strong>: Standard </p><p><strong>Alignment</strong>: Usually neutral</p><p><strong>Advancement</strong>: 7-14 HD (Large)</p><p><strong>Level Adjustment</strong>: +4</p><p></p><p><em>This creature looks like a centaur like beast mixing both ape and spider features. It has the upper quarters of an ape and the lower quarters of a large spider. The ape has an additional pair of arms, much like a girallon, and its spider lower body has 4 legs instead of 8, as if something fused two legs together into a single more powerful limb.</em></p><p></p><p>Simiarachs’ origins are a mystery. Many presume that they are a new breed of lhosks, others go with drows and their foul breeding experiments with spiders. Regardless of the outcome, these creatures are now free and live on their own.</p><p>Simiarachs live in jungles, inside tree canopies. They live as a family, and every member fills a specific role. Their web are used as nets to capture preys, or unwanted intruders. They are quite territorial, yet they accept manoryxes in their home. They maintain loose connections with civilized races, as they often trades for goods.</p><p>Simiarachs are about 9 feet tall, have bodies around 5 feet in diameter and weigh around 600 lbs. Simarachs speak Sylvan, some exceptionally intelligent members speaks Common.</p><p></p><p><strong>Combat</strong></p><p>A simiarach attacks from ambush, whether from trees or bushes. They prefer to hunt bear-handed, lashing their claws into the flesh rather then with weapons. If their foes prove to be resilient, they throw a web to pin it before going for the kill.</p><p><strong>Improved Grab (Ex) </strong>: To use this ability, a simiarach must hit with a claw 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 establishes a hold. A simiarach has a +2 competence bonus to grapple checks.</p><p><strong>Manoryx Empathy (Ex)</strong>: When dealing with a manoryx, a simiarch has a +10 inherent bonus to Bluff, Diplomacy, Intimidate and Sense Motive.</p><p><strong>Rend (Ex) </strong>: A simiarach that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+7 points of damage.</p><p><strong>Web (Ex) </strong>: A simiarach can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.</p><p>An entangled creature can escape with a DC 15 Escape Artist check or burst the web with a DC 19 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.</p><p>Simiarachs can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire.</p><p>A simiarach can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.</p><p><strong>Skills* </strong>: Simiarachs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They have also a +4 racial bonus to Hide checks.</p></blockquote><p></p>
[QUOTE="JiCi, post: 2891903, member: 40121"] next: 2 monkey-like creatures [B][COLOR=Red]Manoryx[/COLOR][/B] [B]Small Monstrous Humanoid[/B] [B]HD[/B]: 2d8+2 (11 hp) [B]Initiative[/B]: +3 [B]Speed[/B]: 30 ft. (6 squares), climb 30 ft. [B]Armor Class[/B]: 15 (+1 size, +3 Dex, +1 natural), touch 12, flat-footed 12 [B]Base Attack/Grapple[/B]: +2/-3 [B]Attack[/B]: Claw +6 melee (1d3-1) [B]Full Attack[/B]: 3 claws +6 melee (1d3-1) and bite +1 melee (1d4-1) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Prehensile tail, spell affinity [B]Special Qualities[/B]: Darkvision 60 ft., scent, simiarach empathy [B]Saves[/B]: Fort +1, Ref +6, Will +3 [B]Abilities[/B]: Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 10 [B]Skills[/B]: Climb +16*, Knowledge (arcana) +6, Hide +11*, Listen +7, Spot +7 [B]Feats[/B]: Alertness (B), Weapon Finesse (B), Dodge [B]Environment[/B]: Warm forests [B]Organization[/B]: Solitary, party (2-6 with 1-2 simiarachs) or tribe (20-50 with 3-15 siminarachs) [B]Challenge Rating[/B]: 1 [B]Treasure[/B]: Standard [B]Alignment[/B]: Usually neutral [B]Advancement[/B]: By character class [B]Level Adjustment[/B]: +2 [I]This monkey walks up right and is about the same size of a halfling. It wears simple clothes over its brown fur. Its tail ends in a strange appendage that looks like a humanoid hand.[/I] Living in the deepest jungles, the manoryxes are making their kingdoms. These curious simians live a busy life: every member has a specific role, such as scout and warrior. A tribe is lead by a patriarch, a grey-furred manoryx. Having an affinity with spells, many manoryxes are wizards, using crude parchments as their spellbooks. They make their home in trees, although they do not try to steal other creatures’ territories. They maintain good relations with elves and fey, but any intruder is scouted and expelled by troups, at spear point and sling bullets. They also have a symbiotic-like relation with simiarachs, a crossbreed between apes and spiders. Manoryxes speak Common, Sylvan and their own language, Manoryx, which is a series of hoots and screechs. [B]Combat[/B] A manoryx stays hidden in tree foliage and strikes from above. Thanks to their tail, they can move through branches with ease while staying out of reach. [B]Prehensile Tail (Ex)[/B]: The hand at the end of a manoryx’s tail serves as a fully functional hand and it can take Multiweapon Fighting. The tail heightens the manoryx’s sense, granting Alertness as a bonus feat. The tail also gives a +4 bonus to Climb check. [B]Simiarach Empathy (Ex)[/B]: When dealing with a simiarach, a manoryx has a +10 inherent bonus to Bluff, Diplomacy, Intimidate and Sense Motive. [B]Spell Affinity (Ex)[/B]: A manoryx has a special affinity with arcane and divine spells. This gives a +1 to caster level and a +1 to overcome spell resistances when casting arcane or divine spells. [B]Skills* [/B]: Manoryxes have a +8 racial bonus on Climb checks, in addition of their tail, and can always choose to take 10 on Climb checks, even if rushed or threatened. They have also a +4 racial bonus to Hide checks. [B][COLOR=Red]Simiarach[/COLOR][/B] [B]Large Monstrous Humanoid[/B] [B]HD[/B]: 6d8+12 (39 hp) [B]Initiative[/B]: +2 [B]Speed[/B]: 30 ft. (6 squares), climb 30 ft. [B]Armor Class[/B]: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 [B]Base Attack/Grapple[/B]: +6/+17 [B]Attack[/B]: Claw +10 melee (1d6+5) [B]Full Attack[/B]: 4 claws +10 melee (1d6+5) and bite +8 melee (1d8+2) [B]Space/Reach[/B]: 10 ft./5 ft. [B]Special Attacks[/B]: Improved grab, rend 2d6+7, web [B]Special Qualities[/B]: Darkvision 60 ft., manoryx empathy, scent [B]Saves[/B]: Fort +4, Ref +7, Will +5 [B]Abilities[/B]: Str 20, Dex 15, Con 15, Int 8, Wis 10, Cha 8 [B]Skills[/B]: Climb +17*, Hide +2*, Listen +11, Spot +11 [B]Feats[/B]: Alertness, Power Attack, Multiattack [B]Environment[/B]: Warm forests [B]Organization[/B]: Solitary, pair or family (3-8) [B]Challenge Rating[/B]: 4 [B]Treasure[/B]: Standard [B]Alignment[/B]: Usually neutral [B]Advancement[/B]: 7-14 HD (Large) [B]Level Adjustment[/B]: +4 [I]This creature looks like a centaur like beast mixing both ape and spider features. It has the upper quarters of an ape and the lower quarters of a large spider. The ape has an additional pair of arms, much like a girallon, and its spider lower body has 4 legs instead of 8, as if something fused two legs together into a single more powerful limb.[/I] Simiarachs’ origins are a mystery. Many presume that they are a new breed of lhosks, others go with drows and their foul breeding experiments with spiders. Regardless of the outcome, these creatures are now free and live on their own. Simiarachs live in jungles, inside tree canopies. They live as a family, and every member fills a specific role. Their web are used as nets to capture preys, or unwanted intruders. They are quite territorial, yet they accept manoryxes in their home. They maintain loose connections with civilized races, as they often trades for goods. Simiarachs are about 9 feet tall, have bodies around 5 feet in diameter and weigh around 600 lbs. Simarachs speak Sylvan, some exceptionally intelligent members speaks Common. [B]Combat[/B] A simiarach attacks from ambush, whether from trees or bushes. They prefer to hunt bear-handed, lashing their claws into the flesh rather then with weapons. If their foes prove to be resilient, they throw a web to pin it before going for the kill. [B]Improved Grab (Ex) [/B]: To use this ability, a simiarach must hit with a claw 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 establishes a hold. A simiarach has a +2 competence bonus to grapple checks. [B]Manoryx Empathy (Ex)[/B]: When dealing with a manoryx, a simiarch has a +10 inherent bonus to Bluff, Diplomacy, Intimidate and Sense Motive. [B]Rend (Ex) [/B]: A simiarach that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+7 points of damage. [B]Web (Ex) [/B]: A simiarach can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 15 Escape Artist check or burst the web with a DC 19 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire. Simiarachs can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire. A simiarach can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web. [B]Skills* [/B]: Simiarachs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They have also a +4 racial bonus to Hide checks. [/QUOTE]
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