Are you ready for some pulp? Because today on Mythological Figures we’re getting literary and going into the jungle with Tarzan!
Unlike most of the characters in this series Tarzan is a character from relatively recent fiction authored by Edgar Rice Burroughs. In his infancy John Clayton and his noble parents were stranded on the African coast. They died to the wilderness and he survived, turning feral before the Mangani great apes took him in as one of their own and named him Tarzan (‘White-Ape’). After he turns 18 he meets Jane Porter, falling in love and tracking her back to the United States only to find he despises civilization. They have a child and move back to Africa where Tarzan goes on many more adventures.
Design Notes: There was some consideration of monk levels or maybe even rogue (to get that Expertise and wall climbing), but as a man raised in the wilds by nature I felt Tarzan ought to be a pure barbarian. I’d love for him to do some more damage—unfortunately RAW the numbers just aren’t there for it unless you want to give him a greatsword (which improves things a bit to about CR 6) but that’s hardly cannon for Tarzan.
Tarzan
Medium humanoid (human), neutral good barbarian (animalist) 9
Armor Class 16 (Constitution)
Hit Points 85 (9d12+27)
Speed 40 ft.
[TABLE="class: grid, width: 470"]
[TR]
[TD="align: center"]STR[/TD]
[TD="align: center"]DEX[/TD]
[TD="align: center"]CON[/TD]
[TD="align: center"]INT[/TD]
[TD="align: center"]WIS[/TD]
[TD="align: center"]CHA[/TD]
[/TR]
[TR]
[TD="align: center"]16 (+3)[/TD]
[TD="align: center"]16 (+3)[/TD]
[TD="align: center"]16 (+3)[/TD]
[TD="align: center"]9 (-1)[/TD]
[TD="align: center"]13 (+1)[/TD]
[TD="align: center"]9 (-1)[/TD]
[/TR]
[/TABLE]
Saving Throws Str +7, Con +7
Skills Athletics +7, Nature +3, Perception +5, Survival +5
Damage Resistances bludgeoning, piercing, and slashing (while raging)
Senses passive Perception 15
Languages Common
Challenge 5 (1,800 XP)
Background: Wildborn. Tarzan never forgets the geographic arrangement of terrain, settlements, and areas of wilderness. In addition, he can forage fresh water and food each day for as many as 6 people as long as the environment nearby can support it.
Beast Quality (Wolf). Tarzan can travel at a fast pace while he is tracking creatures, and while traveling he can move stealthily at a normal pace.
Brutal Critical. Tarzan can roll an additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Danger Sense. Tarzan has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Feat: Athletic. Tarzan can stand up from being prone with only 5 feet of his movement, climbing doesn’t cost him extra movement, and he only has to move 5 feet before making a running long jump or running high jump.
Feat: Brawling. Tarzan is proficient with unarmed strikes.
Feral Instinct. Tarzan has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Nature Speaker. Tarzan can cast speak with animals as a ritual. He can also can also spend 10 minutes performing a ritual on one willing beast he touches. For as long as he concentrates, up to 1 hour, he can see through the beast's eyes and hear what it hears, gaining the benefits of any special senses that the beast has. During this time, Tarzan is deaf and blind with regard to his own senses.
Rage (4/Long Rest). On his turn, Tarzan can enter a rage as a bonus action. His rage lasts for 1 minute, ending early if he is knocked unconscious or if his turn ends and he hasn’t either attacked a hostile creature since his last turn or taken damage since then. Tarzan can also end his rage on his turn as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:
Reckless Attack. When Tarzan makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
ACTIONS
Extra Attack. Tarzan can attack twice, instead of once, whenever he takes the Attack action on his turn.
Unarmed. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage and Tarzan can use a bonus action to grapple the target with a successful Strength (Athletics) check opposed by the target’s Strength (Athletics) or Dexterity (Acrobatics) check.
Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8+3) piercing damage.
Unlike most of the characters in this series Tarzan is a character from relatively recent fiction authored by Edgar Rice Burroughs. In his infancy John Clayton and his noble parents were stranded on the African coast. They died to the wilderness and he survived, turning feral before the Mangani great apes took him in as one of their own and named him Tarzan (‘White-Ape’). After he turns 18 he meets Jane Porter, falling in love and tracking her back to the United States only to find he despises civilization. They have a child and move back to Africa where Tarzan goes on many more adventures.
Design Notes: There was some consideration of monk levels or maybe even rogue (to get that Expertise and wall climbing), but as a man raised in the wilds by nature I felt Tarzan ought to be a pure barbarian. I’d love for him to do some more damage—unfortunately RAW the numbers just aren’t there for it unless you want to give him a greatsword (which improves things a bit to about CR 6) but that’s hardly cannon for Tarzan.
Tarzan
Medium humanoid (human), neutral good barbarian (animalist) 9
Armor Class 16 (Constitution)
Hit Points 85 (9d12+27)
Speed 40 ft.
[TABLE="class: grid, width: 470"]
[TR]
[TD="align: center"]STR[/TD]
[TD="align: center"]DEX[/TD]
[TD="align: center"]CON[/TD]
[TD="align: center"]INT[/TD]
[TD="align: center"]WIS[/TD]
[TD="align: center"]CHA[/TD]
[/TR]
[TR]
[TD="align: center"]16 (+3)[/TD]
[TD="align: center"]16 (+3)[/TD]
[TD="align: center"]16 (+3)[/TD]
[TD="align: center"]9 (-1)[/TD]
[TD="align: center"]13 (+1)[/TD]
[TD="align: center"]9 (-1)[/TD]
[/TR]
[/TABLE]
Saving Throws Str +7, Con +7
Skills Athletics +7, Nature +3, Perception +5, Survival +5
Damage Resistances bludgeoning, piercing, and slashing (while raging)
Senses passive Perception 15
Languages Common
Challenge 5 (1,800 XP)
Background: Wildborn. Tarzan never forgets the geographic arrangement of terrain, settlements, and areas of wilderness. In addition, he can forage fresh water and food each day for as many as 6 people as long as the environment nearby can support it.
Beast Quality (Wolf). Tarzan can travel at a fast pace while he is tracking creatures, and while traveling he can move stealthily at a normal pace.
Brutal Critical. Tarzan can roll an additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Danger Sense. Tarzan has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Feat: Athletic. Tarzan can stand up from being prone with only 5 feet of his movement, climbing doesn’t cost him extra movement, and he only has to move 5 feet before making a running long jump or running high jump.
Feat: Brawling. Tarzan is proficient with unarmed strikes.
Feral Instinct. Tarzan has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Nature Speaker. Tarzan can cast speak with animals as a ritual. He can also can also spend 10 minutes performing a ritual on one willing beast he touches. For as long as he concentrates, up to 1 hour, he can see through the beast's eyes and hear what it hears, gaining the benefits of any special senses that the beast has. During this time, Tarzan is deaf and blind with regard to his own senses.
Rage (4/Long Rest). On his turn, Tarzan can enter a rage as a bonus action. His rage lasts for 1 minute, ending early if he is knocked unconscious or if his turn ends and he hasn’t either attacked a hostile creature since his last turn or taken damage since then. Tarzan can also end his rage on his turn as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:
- advantage on Strength checks and Strength saving throws,
- when he makes a melee weapon attack using Strength he gains a +3 bonus to the damage roll,
- he has resistance to bludgeoning, piercing, and slashing damage,
- opportunity attacks made against him have disadvantage,
- and he can take the Dash action as a bonus action on his turn.
Reckless Attack. When Tarzan makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
ACTIONS
Extra Attack. Tarzan can attack twice, instead of once, whenever he takes the Attack action on his turn.
Unarmed. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage and Tarzan can use a bonus action to grapple the target with a successful Strength (Athletics) check opposed by the target’s Strength (Athletics) or Dexterity (Acrobatics) check.
Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8+3) piercing damage.