OK, time to ressurect the hutaakan.
as far as i can tell, i never updated my notes because i hadn't been keeping up with all the discussion on the thread - and there was quite a bit, as you will see in a moment.
i think i was able to save everything, or at least everything that matters. first of all, here are the original stats from the 5 different sources it appeared in.
B10 - Night's Dark Terror
HUTAAKAN (Jackal-man)
Priest | Warrior | Other
ARMOUR CLASS: 6 | 5 | 8
HIT DICE: 2 | 1 | 1-1
MOVE: 90' (30') | 90' (30') | 90' (30')
ATTACKS: 1 weapon or 1 spell | 1 weapon | 1 weapon
DAMAGE: By weapon | By weapon | By weapon
NO. APPEARING. see below
SAVE AS: Cleric: 2 | Fighter 1 | Normal Man
MORALE: 8 | 9 | 6
TREASURE TYPE: S | S | S
ALIGNMENT: Neutral | Neutral | Neutral
XP VALUE: 25 | 10 | 5
The race of Hutaakans are tall, slender, humanoid creatures with jackal-like heads. Their bodies are exactly like those of humans except that their hands and feet are narrow with claw-like nails. All Hutaakans have infravision (range 60') and have the same chance of moving silently as a thief of the equivalent level.
The attitudes and life-style of the Hutaakans are described on page 47.
Priests: The life of the Hutaakans centres on their ancient religion and so there are many clerics amongst their number who carry out the various rites. Most Hutaakan clerics have 2 hit dice and one spell, but some are of higher levels (with corresponding hit dice and spells). The higher level clerics are the Hutaakans' leaders.
Warriors: The Hutaakans have never adapted well to the arts of war, and have few warriors.
Others: The remaining Hutaakans include not only the old, young and sick, but also those craftsmen and artisans who have no skill with arms. These Hutaakans normall fight only in self-defence.
Weapons & armour: Priests - mace (1d6); leather armour. Warriors - short sword (1d6), spear (1d6) or sling (1d4); leather armour and shield. Others - club (1d4) or dagger (1d4); no armour.
AC9
HUTAAKAN
Priest | Warrior | Other
Armour Class: 6 | 5 | 8
Hit Dice: 2* | 1 | 1-1
Move: 90' (30') | 90' (30') | 90' (30')
Attacks: 1 weapon or 1 spell | 1 weapon | 1 weapon
Damage: By weapon | By weapon | By weapon
No. Appearing: 2-5 (5-50) | 5-8 (9-90) | 0 (20-200)
Save As: Cleric: 2 | Fighter: 1 | Normal Man
Morale: 8 | 9 | 6
Treasure Type: S | S | S
Intelligence: 11 | 10 | 9
Alignment: Neutral | Neutral | Neutral
XP Value: 25 | 10 | 5
The race of Hutaakans are tall, slender, humanoid creatures with jackal-like heads. Their bodies are exactly like those of humans except that their hands and feet are narrow with claw-like nails. All Hutaakans have infravision (range 60') and have the same chance of moving silently as a thief of the equivalent level.
Although in ancient times the Hutaakan empire covered much of what is now the Duchy of Karameikos (see Expert Rules, Map #1, and module B10, Night's Dark Terror), they now live in isolated communities in the mountains north of Karameikos. There are many craftsmen and artists amongst their number, but all wear long, sombre-coloured robes with the occasional simple item of jewellery.
Priests: The life of the Hutaakans revolves around their ancient religion and so there are many clerics among their number to carry out the numerous daily rituals. Most Hutaakan clerics have 2 Hit Dice and one spell, but some are of higher levels (maximum 11th) with corresponding Hit Dice and spells. The higher level clerics are the Hutaakans' leaders. All are usually armed with maces.
Warriors: Since the Hutaakans have never adapted well to the arts of war, they have few warriors. Those that do exist usually wear leather armour, carry shields, and wield short swords, spears, or slings.
Others: The remaining Hutaakans include not only the old, young, and sick, but also those craftsmen and artisans who have no skill with arms. These Hutaakans will only fight in self-defence, using clubs or daggers, but without the benefit of armour.
The Hutaakans are a haughty, callous race, dominated by their priests. However, they see themselves as a sensitive, civilised, intellectual people, suffering as a result of their cultured nature. They are not boldly aggressive, but fight without mercy when forced. They prefer to ambush enemies and attack with missile weapons if possible.
DMR2 - Creature Catalog
Hutaakan
Code:
Priest Warrior Other
Armor Class: 6 5 8
Hit Dice: 2* (M) 1 (M) 1-1 (M)
Move: 90’ (30’) 90’ (30’) 90’ (30’)
Attacks: 1 weapon 1 weapon 1 weapon
or 1 spell
Damage: By weapon By weapon By weapon
No. Appearing: 1d4+1 (5d10) 1d4+4 (9d10) 0 (20d10)
Save As: Cleric: 2 Fighter: 1 Normal Man
Morale: 8 9 6
Treasure Type: S S S
Intelligence: 11 10 9
Alignment: Neutral Neutral Neutral
XP Value 25 10 5
Monster Type: Humanoid (Very Rare).
The race of Hutaakans are tall, slender, humanoid creatures with jackal-like heads. Their bodies are exactly like those of humans except that their hands and feet are narrow with claw-like nails. All Hutaakans have infravision (60-foot range) and have the same chance of moving silently as a thief of the equivalent level as their Hit Dice.
In the Known World, the Hutaakan empire once covered much of what is now the Duchy of Karameikos. They now live in isolated communities in the mountains north of Karameikos. In other game worlds the Hutaakans should be similarly isolated, although they may in the past have ruled a grand nation.
Although there are many craftsmen and artists among the Hutaakans, all Hutaakans wear long, somber-colored robes with the occasional simple item of jewelry.
Priests: The life of the Hutaakans revolves around their ancient religion. Many clerics among their number are needed to carry out the numerous daily rituals. Most Hutaakan clerics have 2 Hit Dice and one spell, but some are of higher levels (maximum 11th) with corresponding Hit Dice and spells. The higher level clerics are the Hutaakans’ leaders. All are usually armed with maces.
Warriors: Since the Hutaakans have never adapted well to the arts of war, they have few warriors. Those that do exist usually wear leather armor, carry shields, and wield short swords, spears, or slings.
Others: The remaining Hutaakans include not only the old, young, and sick, but also those craftsmen and artisans who have no skill with arms. These Hutaakans will only fight in self-defense, using clubs or daggers, but without the benefit of armor.
The Hutaakans are a haughty, callous race, dominated by their priests. However, they see themselves as a sensitive, civilized, intellectual people, suffering as a result of their cultured nature. They are not boldly aggressive, but fight without mercy when forced. They prefer to ambush enemies and attack with missile weapons if possible.
Terrain: Mountain, Ruins, Lost World, or other isolated locales.
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Mystara MC
HUTAAKAN
Code:
Priest Warrior Other
CLIMATE/TERRAIN: Temperate mountains or ruins (All)
FREOUENCY: Very rare Very rare Very rare
ORGANIZATION: Town Town Town
ACTIVITY CYCLE: Night Night Night
DIET: Omnivore Omnivore Omnivore
INTELLIGENCE: Very (11-12) Average (8-10) Average (8-10)
TREASURE. S (I) S (I) S (I)
ALIGNMENT: Lawful neutral Lawful neutral Lawful neutral
NO. APPEARING: ld4+1 ld4+4 1d10
ARMOR CLASS: 7 (10) 6 (10) 10
MOVEMENT: 9 9 9
HIT DICE: 2 1+1 1
THACO: 19 19 20
No. OF ATTACKS: 1 1 1
DAMAGE/ATTACK: ld6+1 (mace) ld6 (sword/spear) ld4 (club)
SPECIAL ATTACKS: Spells Nil Nil
SPECIAL DEFENSES: Move silently (20%) (All)
MAGIC RESISTANCE: Nil Nil Nil
SIZE: M (6' tall) M (6' tall) M (6' tall)
MORALE: Steady (11) Steady (12) Average (9)
XP VALUE: 65 15 7
The Hutaakans are a haughty, callous race, dominated by their priests.
The tall, slender, humanoid Hutaakans have jackal-like heads but otherwise resemble ascetic humans with narrow hands and feet. Hutaakans often decorate or carve their heavy clawlike ,I nails to represent their rank and station in life. Even the most simple and unassuming of these creatures wears long, somber robes, with the occasional addition of a simple piece of jewelry.
They speak in fluting, mellifluous tones using a complex language possessed of a haunting, musical quality.
Combat: The Hutaakans are not a boldly aggressive race-they consider themselves above physical with the lesser mortal races (including humans and other humanoids). They will, however, fight without mercy when forced to do so.
Hutaakans prefer strategies involving ambush, and they attack with missile weapons when possible.
Hutaakans other than trained warriors rarely fight. Priests are loath to sully themselves in combat and rarely do battle, save when directly attacked. Instead, they prefer to cast spells and call out instructions from a safe distance. Most priests have 2 Hit Dice and can cast spells like a 2nd-level priest However, the most powerful Hutaakan priests can achieve higher experience levels (up to 11th), with corresponding Hit Dice, spells, and experience point values. These higher-level priests lead Hutaakan society.
In combat, warriors tend to use spears, short swords, and sometimes slings; they typically wear studded leather armor and carry a shield. Priests wear leather armor and carry a shield; they prefer as weapons elaborately carved maces dedicated to one or more of their Immortals. Although other Hutaakans are
not skilled at fighting and wear no armor, they can defend themselves adequately with clubs.
All Hutaakans have infravision (60-foot range and a 20% chance to move silently (as .a thief).
Habitat/Society: In Mystara, the Hutaakan empire once covered much of what is now the Kingdom of Karameikos. Today, the few surviving Hutaakans speak vaguely of a great catastrophe that decimated their brilliant race; the remaining examples of their species live in small, isolated communities scattered throughout the Known World. Hutaakan priests rigidly control these communities and the destinies of the survivors.
In general, the creatures consider themselves a sensitive, civilized, intellectual people forced to suffer as the result of the barbarous world's cruel dominance over their cultured nature.
Ecology: Hutaakans often keep valuable coins, potions, gems, and items of rare beauty on their persons and in their homes.
These people pride themselves on both their good taste and their lack of involvement with the rest of the world.
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Hollow World Boxed Set
Player’s Guide
Hutaakans
The Hutaakans are jackal-headed humanoids. While bearing a superficial resemblance to gnolls, they are actually an older, far more sophisticated race.
Hutaakans were created by the Immortal Pflarr, one of the patron Immortals of the Nithian people, and as a race have long served that Immortal. Individual Hutaakans can be messengers for the Immortal or just adventurers wandering and learning about the Hollow World.
Appearance and Dress
The Hutaakans are tall, slender, furred humanoids. They are shaped like men, but their heads resemble those of jackals; they have thin hands and feet ending in jackal-like claws. They walk upright and look intelligent; these are no dumb animals wearing clothes.
Hutaakans are divided into three social classes: Priests (who are shamans of Pflarr), functionaries (bureaucrats), and workers (the common Hutaakans). Each class has a distinctive style of dress:
The priests wear a long-sleeved robe reaching to the ground, dyed in a bright color such as white, yellow, light blue, etc., and belted at the waist; over it, they wear a sleeveless over-robe which hangs open at the front, is unbelted, and is dyed in a much darker color such as black, dark blue, or dark red.
The functionaries wear costumes which are identical, except that with them the under-tunic is dark and the over-tunic is light.
The workers wear bright tunics which reach only to the knee, and which are belted at the waist.
They do not wear footwear; their clawed feet are not comfortable in shoes or sandals.
When preparing for war, the Hutaakans don armor over their under-tunics – usually, it’s leather or chain armor.
Customs
The Hutaakans exist to do the will of the Immortal Pflarr. This doesn’t mean that they’re drooling slaves; they’re merely a very devout people.
Most Hutaaka spend almost all their waking hours in the pursuit of their duties. The priest attend to the maintenance of the temples and performance of duties laid down by Pflarr. The functionaries organize the efforts of the workers. The workers farm the fields, herd the herd-beasts, build new towers and homes, clean, repair roads, tend the Hutaakans’ foot-pad riding lizards, and perform every other labor and service task the functionaries require.
The Hutaakans, including the workers, are also very haughty, believing themselves to be the race most favored by their Immortal patron; they tend to condescend when speaking to members of other races. They aren’t consciously snobbish; they’ve just always been taught that they are superior and consequently take a superior tone.
Names
Hutaakan names tend to be three syllables in length. To make a Hutaakan name, choose on prefix, one middle syllable, and one suffix from the lists below:
• Prefixes: Ba-, By, Cha-, Ja-, Ka-, Ki-, Xa-, Xi-.
• Middle Syllables: -chi-, -phor-, -qa-, -si-, -ta-, -ti-, -xa-.
• Suffixes: -edz, -ex, -phix, -qa, -quet, -ta, teq.
The letter ‘q’ is pronounced here as ‘kw’. The letter ‘x’ may be pronounced as a raspy, guttural ‘h’ or as a hissed ‘z’.
Roles and Genders
Hutaakan males and females are equal in rights and duties; it is an individual’s temperament and talent, rather than gender, which dictate what occupation he or she chooses.
Language
The Hutaakan language, called Hutaaka, sounds (to human ears) like coughs and barking. The Hutaakans also speak Nithian and Neathar.
Allies and Enemies
The Hutaakans have no specific allies or enemies. The Brute-Men to the east and Tanagoro to the west keep well away from them. The Nithians to the south know of them but consider them a supernatural race beloved of Pflarr and tend to stay out of Hutaakan territory.
New Character Race: Hutaakans
To create a Hutaakan player character, use these guidelines:
Racial Ability Modifiers
Hutaakans receive a -1 penalty to Strength scores and a +1 to Wisdom. Treat all scores of 2 as 3s, and all scores of 19 as 18s.
Hutaakans are slower-moving than most other races; their basic movement race is 90’ (30’).
Saving Throw Table
Hutaakans make saving throws like clerics of an identical experience level:
Code:
Level 1-4 5-8
Death Ray or Poison 11 9
Magic Wands 12 10
Paralysis or Turn to Stone 14 12
Dragon Breath 16 14
Rod/Staff/Spell 15 13
Experience Table
Hutaakans can reach 8th level, according to the following table:
Code:
Experience Experience Hit
Level Points Dice
1st 0 1d4
2nd 1,200 2d4
3rd 2,400 3d4
4th 4,800 4d4
5th 9,600 5d4
6th 20,000 6d4
7th 40,000 7d4
8th 80,000 8d4
Gaining New General Skill Slots
Above 8th level, the ceiling for Hutaakan characters, Hutaakans get another general skill slot every 400,000 points earned.
Prime Requisite
The prime requisite of the Hutaaka is Wisdom. A Hutaakan with a Wisdom of 13 gets a +5% experience bonus; one with a Wisdom of 16 gets +10%.
Minimum Scores
Hutaakans are not required to have a minimum score in any attribute.
Weapons and Armor
Hutaakans, because of their slightly tough hides, start play with an Ac of 8. A Hutaakan with a shield will have AC 7, as will one with just leather armor; a Hutaakan with leather and shield will be AC 6.
Hutaakans are limited to the following weapons and types of armor:
• Cultural Melee Weapons: Dagger, sword/short, sword/normal (broad), mace, club, hammer/war, hammer/throwing, staff, whip.
• Cultural Missile Weapons: Crossbow/light, crossbow/heavy, sling.
• Cultural Armor: Leather, scale mail, chain mail, banded mail, shield (Horned shield, knife shield, sword shield, tusked shield not allowed); Barding for riding lizards (leather, scale, chain only) is allowed and weighs the same as barding for horses.
• Shamans Can Use: All cultural weapons except swords, all cultural armor.
• Wokani Can Use: Dagger, staff, sling; no armor.
Shamans and Wokani
Hutaakans cab reach 8th level as shamans and 4th level as wokani. See the Character Creation chapter for the costs on this process.
Special Abilities
Hutaakans are stealthy and eerie. Every Hutaakan has move silently and hide in shadows abilities equal to those of thieves of the same experience level.
Languages
Hutaakans speak their own language, the Neathar common tongue, and the orc and gnoll tongues.
Alignment
All Hutaakans are of the Neutral alignment.
General Skills
All Hutaakans must take one of the following General Skills: Honor Pflarr (W), or Mysticism (W).
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DM’s Guide
Minor Hutaakan Priest
Combat Notes: 2 HD Hutaakan (Shaman); AC 6 (leather armor and shield); hp 9; MV 90’ (30’); #AT 1 mace; Dmg 1d6; Save C2; ML8; AL N
Hutaakan Warrior
Combat Notes: 1 HD Hutaakan; AC 6 (leather armor and shield); hp 6; MV 90’ (30’); #AT 1 sword; Dmg 1d8; Save F1; ML9; AL N
Typical Hutaakans
Combat Notes: Normal Hutaakan (1+1 HD); AC 8; hp 4; MV 90’ (30’); #AT 1 club or dagger; Dmg 1d4; Save NM; ML6; AL N