Monday, November 5, 2012

New Monster: Yakmen

"Look out!" The horseman yelled.

Rathger turned in time to see the beast's head come crashing down onto the center of his helm. The world went white, and the next thing he saw was a fluffy white cloud blowing gently across an azure sky.

The lovely vision was blocked by a furry horned face. It's large nose flared as it sniffed Rathgar uncomfortably close. "This one is still alive" it said, looking over to someone else. An older looking beast leaned over into Rathgar's field of vision.

"Bring him."



Yakmen
Armor Class: 7
Hit Dice: 3+1* (L)
Move: 120’ (40’)
Attacks: Weapon or Headbutt
Damage: 1d8+1 or 1d6+special
No. Appearing: 2d6 (4d12)
Save As: F5
Morale: 10
Treasure Type: D
Intelligence: 9
Alignment: Neutral
XP: 75

Yakmen are large hairy humanoids with bovine heads and horns. They can made a headbutt attack, and if it hits, the target must make a saving throw vs. paralyzation or take a -2 to their next attack roll. On a natural 20, the target automatically fails the save, and falls prone.

For every 8 Yakmen there will be a 5HD Warrior among them who has survived drinking the Red Water. 1 in every 20 will be a level 3 shaman. Every tribe will be lead by a 7HD leader who may also be a level 1d4+4 shaman.

1 comment:

  1. These appear to be neither royal, nor Canadian, nor kilted. Other than that, I like it and will be using them (properly kilted and reeking of trees) in my games.

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