Geran
CLIMATE/TERRAIN: Deserts
FREQUENCY: Very Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Day
DIET: Omnivorous
INTELLIGENCE: Exceptional
TREASURE: A
ALIGNMENT: Lawful Neutral
NO. APPEARING: 40-160
ARMOR CLASS: 5
MOVEMENT: 9
HIT DICE: 4 + 1
THAC0: 17
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: by weapon or 1-8/1-8
SPECIAL ATTACKS: +3 To Hit with Geran Impaler
SPECIAL DEFENSES: Invisibility, +2 bonus on all saves
MAGIC RESISTANCE: 10%
SIZE: M (6')
MORALE: Elite (13-14)
X.P. Value: 420, Precept 420, Thane 650, Jarl 975, Chieftain 1,400
Psionics Summary:
Level: 5
Dis/Sci/Dev: 2/4/10
Attack/Defense: EW,II/IF,M-,MB,TW
Score: 15
PSPs: 95
Psychokinesis: Sciences-telekinesis, detonate; Devotions-ballistic attack, inertial barrier, molecular agitation, molecular manipulation
Telepathy: Sciences-mind link, tower of iron will; Devotions-ego whip, contact, id insinuation, intellect fortress, mind bar, mind blank
Geran are found primarily in the rocky badlands of Athas. Most are hardworking, peaceful beings who strive to overcome the harsh climate of their homeland. Their communities are orderly and law-abiding. Outsiders are viewed with suspicion.
Because of the intense heat, geran wear little clothing, usually just a loin cloth, and upon rare occasions, ornamental jewelry. When preparing for battle, a geran also adorns himself with a belt decorated with the skulls of those he has killed. The skulls are intended to warn away opponents. Geran speak their own tongue in addition to the language of the Gith and Belgoi. There is a 10% chance a geran will be able to speak the local Common dialect.
Combat: Geran prefer to use their psionic talents to frighten intruders from their domain. However, if the enemy cannot be scared, the geran resort to a harmful exhibition of their psionic powers.
When forced into melee, geran typically attack with a weapon called an impaler. This is a polearm that looks like a javelin on one end; the other end is capped with a large, curved, razor-sharp blade. The blade is used to sever victims' heads to be added to the geran's collection.
If a geran is disarmed, he can attack twice a round with clawed hands. Each attack delivers 1-8 points of damage. The geran view such battle tactics as barbaric, resorting to them only in extreme situations.
While in their home terrain geran blend in with their surroundings so that they are effectively invisible.
Habitat/Society: Geran live in hillside abodes carved out of the badlands rock. The homes are simple and usually house one family consisting of 1-2 adult males, 1-3 adult females, and 2-8 young.
For every 20 geran encountered, there will be a thane of 5+2 HD and 100 PSPs. The thane acts as the leader of the geran war units.
If 50 or more geran are encountered, they will be led by a jarl of 6+3 HD, 120 PSPs, and a psionic score of 16, plus one additional psionic discipline. The jarl is held in high esteem in geran society and is always guarded by a force of five geran and one thane.
When 120 or more geran are encountered, they will be led by a high chieftain. The high chieftain has 8+2 HD, has 150 PSPs, and is psionic level 8. He has a base score of 17 for all psionic checks. In addition to the normal psionic powers held by the gerans, the high chieftain also has the sciences of disintegrate and project force and the devotions of animate object and soften. The high chieftain is guarded by a jarl, three thanes, and 15 other gerans. The high chieftain is also assisted by a precept that is treated as a normal geran with the additional psionic talent of cell adjustment. The precept serves as the tribal healer and advisor to the chieftain.
Ecology: Geran are miners and hunters relying on themselves for survival.
Geran mines usually are well guarded operations that seldom delve below 50' into the ground. Geran are especially successful in mining various forms of gems. Gerans are frequently sought by traders and treasure hunters.
Originally appeared in Polyhedron #74 (1992).