BBP 1002 D

Download as pdf or txt
Download as pdf or txt
You are on page 1of 16

Betabunny

Publishing

A pes
O f N ature , M yth , &
T he I magination
D emo

Requires the use of the Dungeons & Dragons, Third Edition Core Books, or d20 Modern
Roleplaying Game, both published by Wizards of the Coast, Inc.


Apes Of Nature, Myth,


& The Imagination
Demo
Credits

Writing, Design, and Layout


Sean Butcher

Editor
Carmen Butcher

Art
Sean Butcher, U.S. Geological Survey, and a bunch of
dead people.

Playtesting
Kate (Diva) Betabunny, John the Meat-Eater, Skinny
Title

Head, The Twins, Ælfric of Eynsham, Vladd the Imposter,


Elric Burgerbar, Lucky, and Eric Blood-Axe.

Betabunny
Publishing

Open Game Content & Copyright Information


Apes Of Nature, Myth, & The Imagination Demo ©2006 Betabunny Publishing. All rights reserved. Reproduction
of non-Open Game Content of this work by any means without the written permission of the publisher is expressly
forbidden. Apes Of Nature, Myth, & The Imagination Demo is presented under the Open Game and D20 Licenses.
See page 15 for the text of these licenses. All games mechanics derivative of the Open Game Content and System
Reference Document are to be considered Open Gaming Content. All other significant characters, names, statistics,
data, places, items, art, and text herein are copyrighted by Betabunny Publishing. All rights reserved. If you have any
questions about the Open Games Status of any content herein, please contact Betabunny Publishing. ‘d20 System’
and the ‘d20 System’ logo are Trademark and owned by Wizards of the Coast and are used according to the terms
of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com. The mention of
or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
Dungeons & Dragons, d20 Modern, Player’s Handbook, and Wizards or the Coast are Registered Trademarks of
Wizards of the Coast, and are used with permission.

Betabunny Publishing
Visit us on the web at www.betabunny.com

Published in the United States of America




Introduction
This demo provides you with a sample chapter of Apes of
Nature, Myth, & the Imagination. It has stats and descriptions
for a giant ape and a colossal ape, two city stomping beasts
straight out of a cult B-movie! In Apes of Nature, Myth,
& the Imagination, there are 65 pages of information and
statistics covering 22 types of apes from the realms of nature,
cryptozoology, mythology, fiction, and fantasy (see the list
on page 14), along with stats and a description for Nzumi the
Ape God and his ape religion, a new domain, 2 new spells,
and 6 new character races.

If you enjoy this work and want to expand on it, pick up a


copy of Apes of Nature, Myth, & the Imagination, available

Title
now at RPGNow (http://www.rpgnow.com). Also check out
our website at http://www.betabunny.com,where we provide
additional materials including bonus animals, supplementary
rules, tables, and clarifications.

Happy Gaming,

Sean Butcher


IV. King Kong Skull Island


Kong lives on Skull Island, an uncharted island in the Indian Ocean,
a significant distance west of Sumatra. Here, Kong is worshipped as
Introduction a god by the native islanders, who live among the ruins of an ancient
In 1899, when Merian C. Cooper was 6 years old, he was Atlantean city, protected by a gigantic wall that separates the peninsula
given a copy of Explorations and Adventures in Equatorial on which they live from the rest of the island and its inhabitants. Those
inhabitants, in addition to Kong, include a wide variety of prehistoric
Africa, a book written by the legendary 19th-century French- monsters, such as the Tyrannosaurus Rex, pterodactyls, plesiosaurs,
American explorer Paul Du Chaillu. The book recounted and even carnivorous Triceratops (note Triceratops was a herbivore).
tales of Chaillu’s adventures in the Congo region of Africa, Cooper describes Skull Island thus:
“It began, at the left, with a long, sandy peninsula, a mile or more
and included accounts of spirit-possessed gorillas that in extent. In front of the peninsula a reef was indicated, with a tortuous
carried off native women with licentious intent. These tales passageway sketchily outlined. In the other direction the peninsula’s
must have made quite an impression on the young Cooper’s sparsely wooded extent ended abruptly against a steep precipice.
This precipice, according to the Norwegian skipper’s rough notes,
imagination, for 34 years later they became the genesis of was hundreds of feet high and marked the edge of the dense growth
his most famous achievement when he created King Kong, which covered the many square miles comprising the rest of the island.
the legendary giant ape. Above the dense upland growth, and seemingly from the center of it,
rose a mountain whose crudely drawn outline suggested a skull. The
last detail was most curious, and startling. It was a wall, higher than
In the 1930’s, when Cooper created Kong, the public in a dozen tall men, and impregnable. And this wall, at the base of the
general knew little of the gorillas of Africa. Few live gorilla peninsula, stretched from the sea on one side to the sea on the other,
serving as a mighty barrier against who or what might attempt to come
specimens survived outside of their African habitat, and down the precipice from the back country.”
much of the public’s perception of the gorilla came from ~ Merriam C. Cooper, King Kong, 1933.
wild stories, such as those by Chaillu. These stories were
prone to exaggerations and error, both in terms of the size and
ferocity of the gorilla, and of its desire for human females.
Cooper himself had travelled extensively through Africa,
and he must have known that these tales were exaggerations
and fabrications, but he found the idea of a giant gorilla who
abducted women so captivating that he was determined to Sumatra
King Kong

make a movie around the topic.


Probable location of
Cooper’s determination would pay off, and the theatrical Skull Island
release of King Kong was a huge hit and the legend of Kong
was born. The movie King Kong was released in 1933, and
a book of the same name was released in the same year. In
the story, a giant ape is discovered on Skull Island, a remote,
dinosaur-inhabited island in the Indian ocean, where he is
worshipped as a god. Kong demonstrates not only a beast-
like fury, but also a strong attraction to human women,
especially blond Western women, which he is in the habit
of abducting. Kong is eventually captured and taken back to JUNGLE PLATEAU
SKULL MOUNTAIN
New York where he is put on display as The Eighth Wonder
of the World. He then escapes, goes on a rampage, and is
killed. Ravine ASPHALT LAKE

Other Inspirations for King Kong Pedestal


Another inspiration for the tale of King Kong included W. Douglas Wall
Burden, who traveled in 1926 to the remote island of Komodo in Village
Indonesia. Here he discovered a giant breed of lizard, the Komodo Ancient Ruins
dragon, a creature believed to be mythical until his discovery. Burden
managed to bring two of the lizards back to New York alive, to much
acclaim. It was probably Burden’s tale that influenced Cooper to
locate his character Kong on an uncharted island some distance from
Indonesia, rather than in the gorilla’s native Africa, and to have the
finale based around Kong’s being brought back to New York.
The other major influence for the Kong story was Arthur Conan SKULL ISLAND REEFS
Doyle’s book The Lost World which had been made into a highly
successful movie in 1925. In The Lost World, explorers discover an
isolated plateau surrounded by cliffs in South America, and inhabited
by prehistoric creatures. Likewise, we find that Kong’s isolated island Path Through Reefs
is surrounded by cliffs and is inhabited by a wide array of prehistoric 1 MILE
dinosaurs.


Giant Ape
Over the years, the legend would continue to grow, with
Hit Dice: 18d8+126 (207 hp)
the theatrical re-release of King Kong in 1938, and Kong
Initiative: +1
went on to star in sequels, re-makes, animations, comics,
novels, and a number of Japanese monster movies. Speed: 50 ft. (10 squares)
Armor Class: 14 (+1 Dex, +5 natural, -2 Siz), touch 9, flat-footed
13
The following stats would be suitable for a Kong-like
ape. Base Attack/Grapple: +13/+33
Attack: Slam +23 melee (1d6 +12) or rock +8 ranged (1d8 +12)1
Giant Ape Full Attack: 2 slam +23 melee (1d6 +12) and bite +18 melee (1d8
Huge Animal +6) and 2 stamp +18 melee (2d6 +6); or rock +8 ranged (1d8 +12)1
Latin Name: Gorilla giganteus. Space/Reach: 15 feet/15 feet
Other Names: Giant prehistoric ape, King Kong. Special Attacks: Improved Grab, Rend (1d6 +18), Trample (1d6
Subspecies: None. +18)
Climates: Tropical. Special Qualities: Scent
Habitats: Forest, Mountain, Ruins. Saves: Fort +18, Ref +14, Will +9
Location: Lives on small, uncharted, tropical islands, or Abilities: Str 35, Dex 13, Con 24, Int 2, Wis 12, Cha 6
deep within the jungles of central Africa, usually close to the Skills: Balance +5, Climb +14, Hide +4, Jump +20, Listen +6, Spot
ruins of some ancient civilization. +7, Survival +152
Frequency: Unique (M), Unique (F). Feats: Alertness, Awesome Blow, Improved Bull Rush, Iron Will,
Organization: Solitary. Lightning Reflexes, Power Attack, Track Scent
Description: In appearance, the giant ape is much like a Challenge Rating: 15
western lowland gorilla, except significantly larger. Its fur is Advancement: –
also comparatively short for a gorilla, and is brownish black 1
Giant apes are not proficient with simple weapons and receive a -4
in color. The giant ape has long powerful arms and relatively penalty to their rock attack.
short legs. Its chest is broad and its head is large. Fur covers 2
The giant ape gains a +2 bonus to Survival from both its Track
the giant ape’s entire body except for its face, ears, toes, Scent and Alertness feats and a +2 bonus from its Scent special

King Kong
quality. It may only use its Survival skill in its native habitats.
fingers, and the palms of its hands and feet. Its exposed skin
is jet black.
Height: 20 feet Combat: Giant apes are highly aggressive and will
Weight: 14 tons. immediately attack anything they perceive as a threat. They
Lifespan: Unknown. Gorillas can live for 50+ years. will typically hurl large rocks at their opponent, and then
Behavior: The giant ape is highly aggressive and territorial. quickly move in and grapple.
It typically makes its home in a cave near the peak of a Improved Grab (Ex): To use this ability, the giant ape must
mountain. hit an opponent with a slam attack. It can then attempt to
Reproduction: Unknown. start a grapple as a free action without provoking an attack of
Diet: The giant ape’s diet consists of fruit, leaves, shoots, opportunity. If it wins the grapple check, it establishes a hold
stems, bark, fungi, and termites. It also chews on the and can Rend (see below). The giant ape can use Improved
occasional human, but it is unclear whether meat is part of Grab against opponents of Huge size or smaller.
its diet. Rend (Ex): If the giant ape manages to grapple its opponent
(see Improved Grab above) it can use its Rend special
attack. This attack automatically deals damage each round
equivalent to its slam attack plus 1½ times its Strength
modifier (1d6 +18).
Trample (Ex): As a full-round action, the giant ape can
move up to twice its speed and Trample an opponent by
moving into that opponents space. The opponent must be of
Large size or smaller. The opponent may make an attack of
opportunity at a -4 penalty, or alternatively attempt a Reflex
save (DC 31) to take only half damage. The trample attack
10 feet

How Tall is Kong?


In the novel, King Kong is described as being around 20 feet tall. In
the 1933 movie of King Kong, the ape’s height varies between about
18 feet when he is on the island, to 24 in New York. In later movies,
Halfling Giant Ape Human where Kong battles monsters such as Godzilla, his height is increased
to 50 feet or more (which would be physiologically impossible).
Giant Ape Size Comparison


deals 1d6 +18 damage.


Skills & Abilities: Giant apes have a +4 racial bonus on
Balance checks. They have a +8 bonus on Survival checks.
Apes do not have Low-light Vision like many other animal
species.
Scent (Ex): This ability allows an ape to detect approaching
enemies, sniff out hidden foes, and track by sense of smell.
Treasure: Pelt: 1,000 gold pieces, Trophy: 500 gold pieces,

100 feet
Teeth: 50 gold pieces (set), Feet and Paws: 50 gold pieces
(each). All attempts to capture and place giant apes on
display have all ended in disaster.
Food Value: Giant ape meat is excellent in quality. The
average carcass weighs 14,000 pounds. If a buyer for Statue of Liberty Colossal Ape Human
such a large quantity of meat could be found, it would be
Colossal Ape Size Comparison
worth about 1,400 gold pieces. Many cultures consider the
consumption of meat from a primate as being taboo. While such a creature would be impossible in nature, having
Hunting Tips: Stake out a blond woman! such a monster in an adventure would definitely be fun.
Comments: “Kong” is the Malaysian word for “gorilla.” Also, with a little touch of magic, anything is possible, even
Giant apes typically live alone. They may be the last of some the ability to shoot lightning from his hands (an attribute that
giant species of ape. Alternatively, they may be normal apes Kong gains in the various Japanese monster movies). So,
who have grown to enormous size through magic or some without further ado, here are the stats for a colossal ape.
other means (miracle berries for instance, see page 50)
Colossal Ape
Colossal Ape Colossal Magical Beast
While Kong of the novel King Kong stands around 20 feet Subspecies: None.
tall, in later movies he appears to have grown much larger. Climates: Tropical.
King Kong

In King Kong vs. Godzilla, for instance, he stands around Habitats: Forest, Mountain.
150 feet tall. For an ape to achieve such dimensions is of Location: Isolated tropical islands, or deep jungles.
course physically impossible. Since body weight increases Frequency: Unique (M), Unique (F).
exponentially with height, no animal could achieve the bone Organization: Solitary.
and muscle strength required to support such a large frame. Description: The colossal ape is much like a gorilla in
Additionally, the pressures of pumping blood around such appearance, except that it is much larger. Colossal apes are
a large body would place impossible strains on an animal’s thought to be normal apes that have gained their massive
vascular system. size through eating the miracle berries (see sidebar on page
50).
Height: 150 feet.
Weight: 300 tons.
Lifespan: Unknown.
Behavior: Little has been revealed of the colossal ape’s
typical behavior except that he is aggressive and appears
to enjoy destroying cities. The colossal ape will attack
anything he views as a threat, whether it be a giant lizard
or a skyscraper. They are particularly attracted to sources of
electrical power, since they gain Strength from electricity.
Reproduction: NA.
Diet: Mainly plant matter and miracle berries, though they
are not averse to chomping on the occasional human
or vehicle that gets in their way.
Combat: In combat, colossal apes like to pick up and
hurl objects around. If faced with an opponent of similar
size, they will typically attempt to close and grapple. They
also have the ability to shoot electric bolts from their hands.
Improved Grab (Ex): To use this ability, the colossal ape
must hit an opponent with a slam attack. It can then attempt
to start a grapple as a free action without provoking an attack
Giant Prehistoric Ape of opportunity. If it wins the grapple check, it establishes


Colossal Ape
a hold and can Rend (see below). The colossal ape can
Hit Dice: 40d8+340 (560 hp)
use Improved Grab against opponents of Colossal size or
Initiative: +4
smaller.
Lightning Bolt (Su): Once per round, as a Full Action, the Speed: 80 feet (16 squares)
colossal ape can launch a bolt of lightning. The bolt begins Armor Class: 10 (+0 Dex, +8 Nat, -8 Siz), touch 2, flat-footed 10
at the colossal ape’s fingertips, and has a range of 120 feet. Base Attack/Grapple: +40/+72
This is not a magical attack and may not be resisted. The Attack: Slam +50 melee (2d6 +16) or rock +30 ranged (2d8 +16)1
bolt can hit a single target. The bolt deals 10d6 damage. A Full Attack: 2 slam +50 melee (2d6 +16) and bite +45 melee (4d6
successful Reflex saving throw (DC30) halves the damage. +8) and 2 stamp +45 melee (4d6 +8); or rock +30 ranged (2d8 +16)1
The lightning bolt sets fire to combustibles and damages Space/Reach: 20 feet/15 feet
objects in its path. It can melt metals with a low melting Special Attacks: Improved Grab, Lethal Shock (10d6, Reflex
point, such as lead, gold, copper, silver, or bronze. If the DC30), Rend (2d6 +24), Trample (2d6 +24).
damage caused to an interposing barrier shatters or breaks Special Qualities: Absorb Electricity, Electricity Sense, Scent
through it, the bolt may continue beyond the barrier if range Saves: Fort +34, Ref +26, Will +15
permits; otherwise, it stops at the barrier.
Abilities: Str 42, Dex 11, Con 26, Int 2, Wis 11, Cha 6
Rend (Ex): If the colossal ape manages to grapple its
Skills: Balance +12, Climb +16, Jump +36, Listen +13, Move
opponent (see Improved Grab above), it can use its Rend Silently +10, Spot +12, Survival +142
special attack. This attack automatically deals damage each
Feats: Alertness, Awesome Blow, Damage Reduction, Energy
round equivalent to its slam attack plus 1½ times its Strength Resistance: Electricity, Epic Fortitude, Epic Prowess, Epic Reflexes,
Epic Toughness, Fast Healing, Improved Bull Rush, Improved
Miracle Berries Initiative, Iron Will, Power Attack, Track Scent
Description: Miracle berries are much like a blueberry is shape, Challenge Rating: 20
but much larger, growing to about the size of a plum. They are green
Advancement: 41–50 HD (Colossal)
when unripe, and red when ripe. The bush on which they grow is
a large, thorny vine. Its thorns, like its berries, are very large and 1
Colossal apes are not proficient with simple weapons and receive a
sharp. Miracle berries are non-seasonal. Different vines produce -4 penalty to their rock attack.
berries at various times during the year. A miracle berry bush will 2
The colossal ape gains a +2 bonus to Survival from both its Track

King Kong
grow one year, produce berries the next, and then die back. Miracle Scent and Alertness feats and a +2 bonus from its Scent special
berries can be eaten as fruit, or can be squeezed for their red juices. quality. It may only use its Survival skill in its native habitats.
The juice can also be fermented to produce wine, although the
fermentation reduces the berries’ potency. 1 pound of berries will
produce one cup of juice or wine. modifier (2d6 +24).
Materials & Costs: 1 pound of miracle berries costs 10 gold pieces.
Trample (Ex): As a full-round action, the colossal ape can
A cup of miracle berry juice or wine will also cost 10 gold pieces. 1
pound of berries, 1 cup of juice, or 2 cups of miracle berry wine are move up to twice its speed and Trample an opponent by
required per dose. moving into that opponents space. The opponent must be
Availability: Miracle berry bushes will only grow in tropical of Gargantuan size or smaller. The opponent may make an
climates. Miracle berries and juice spoil quickly, so they will typically
attack of opportunity at a -4 penalty, or alternatively attempt
only be available in local markets. Miracle berry wine can be kept
indefinitely and is more widely available. a Reflex save (DC 46) to take only half damage. The trample
Taste & Smell: Miracle berries and juice have a sweet, grape like attack deals 2d6 +24 damage.
taste. The wine is sweet, fruity, and highly intoxicating. Skills & Abilities: Apes do not have Low-light Vision like
Identification: It takes a Knowledge (nature) check DC12 to identify
many other animal species.
miracle berries in raw form, and an Alchemy check DC 15 to identify
miracle berries in juice or wine form. For some strange reason, yet unknown to science, the
Preparation: Miracle berries and juice require little or no time colossal ape gains Strength from electricity.
or skill to prepare. Preparation of miracle berry wine requires a Aborb Electricity (Su): The colossal ape can store electrical
Profession (Vintner) check DC5, or an Alchemy check DC10. It takes
charges in its body. It can use these charges to fuel its
1 hour of preparation per 1-10 doses of miracle berry wine, and the
wine requires 8-10 days of fermentation. Lightning Bolt attack, to heal itself, or to increase its Strength.
Primary Effects: 1 dose of miracle berries, juice, or wine provides a The colossal ape also acts as a lightning rod in a storm, and
+5 bonus to saving throws against disease. Increasing the dosage has will be hit by 1d6–6d6 bolts of lightning per hour (depending
no cumulative effect.
on the intensity of the storm). If hit by a lightning bolt, the
Secondary Effect: 1 dose taken daily may cause an increase in size.
It will only have an effect if taken while the target is still growing colossal ape can store one charge of electricity in its body.
(ages 0-18 for humans). For each 4 years the berries are consumed It can also store 1 charge for each round that it is in contact
on a daily (or almost daily) basis, the target will grow by one size. with any other source of electricity carrying at least 100kV
So for instance a human who consumes the berries from age 10
(note that typical transmission lines on a transmission tower
to 13 would grow from Medium size to Large. This change in size
will have an effect on the targets other stats including Strength, carry 110kV). The colossal ape can store up to 10 charges. It
Dexterity, Constitution, natural armor, AC/attack, and damage (see can store 2 charges indefinitely, but additional stored charges
MM v. 3.5, Introduction: Reading the Entries: Secondary Statistics dissipate at the rate of 1 per hour if not replenished.
Block: Advancement: Size Increases). Miracle berry wine is also
For each stored charge, the colossal ape can as a Full Action
intoxicating, and as addictive as other forms of alcohol.
either a) launch 1 lightning bolt, b) heal 1d20 hp, or c) boost


its Strength by 1d10 points for the next round.


Electricity Sense (Su): Colossal apes can sense a source of
electrical power within 1 mile of their location.
Treasure: Pelt: 2,000 gold pieces, Trophy: 1,000 gold pieces,
Teeth: 100 gold pieces (set), Feet and Paws: 100 gold pieces
(each). The colossal ape’s skull and other bones would have
value to collectors, museums, and other organizations that
might want to place them on show. His hide is too thick and
large to have value for its leather, but would also be of value
as a trophy item or for public display. Attempts have been
made to capture colossal apes alive and place them on public
display, but all such attempts have ended with the ape’s
escaping and destroying large parts of nearby cities!
Food Value: The colossal ape’s flesh is of excellent quality.
Its carcass would yield 300,000 pounds of meat. Assuming
that a buyer could be found for such a large quantity of meat,
it would be worth around 30,000 gold pieces.
Hunting Tips: Successful attempts in capturing colossal
apes have involved the use of gas grenades or drugged foods
to render them unconscious.
Comments: In King Kong vs. Godzilla, Kong is a native of
Farou Island, probably located in the Indian Ocean or the
tropical Pacific, rather than of Skull Island as he is in the
earlier stories.
The colossal ape seems to be attracted to urban areas and
loves to destroy buildings and chomp down on buses.
King Kong


Appendix D: Reading the Entries descriptive, giving some physical aspect(s) of the species.
Each creature description is organized in the same general For instance, Lycaon pictus, the Latin name for the African
format, as outlined below: wild dog, means “painted wolf” and refers to the animal’s
wolf-like appearance and paint-like splotches of color
Name on its fur. A Latin name may also include the name of the
This is the common name by which the creature is generally discoverer of the species, the region in which the species is
known. The descriptive text may provide other names. found, or a common name given to the species by natives in
the region where it exists. The meaning of the Latin name
Size and Type is often provided in the comments section of the creature
This entry describes the creature’s size. A creature falls into description.
one of nine size categories. A size modifier applies to the
creature’s Armor Class (AC) and attack bonus, as well as to Other Names
certain skills. A creature’s size also determines how far it can If the species is referred to by other names, these are listed
reach to make a melee attack and how much space it occupies here.
in a fight (see Space/Reach, below). These modifiers have
been figured into the statistics for the creatures described Subspecies
here. This section lists the number of subspecies existing for
a particular species. A species is a biological grouping of
The size and type line continues with the creature’s type. animals whose members can interbreed. A species may,
An creature’s type determines many of its characteristics and however, contain several subspecies genetically distinct
abilities: Physical ability scores, Hit Dice, base attack bonus, from the rest of the species, and these subspecies may have
saving throw bonuses, skill points, feats, how magic affects distinct physical characteristics. Subspecies normally arise
the creature, and other special qualities. due to geographical separation from other members of the
same species. If a subspecies diverges to the point that it
Latin Name loses the ability to interbreed with the rest of the species,

Appendix D
Every recognized species on earth is given a unique two- it becomes a new species. Each subspecies shares the same
part scientific name. This is often referred to as its Latin two-part scientific name as the rest of the species, but also
name. These names are used by zoologists around the world receives a third subspecies name.
to communicate unambiguously about species. Each Latin
name is made up of a generic name and a specific name. Climates and Habitats
The generic name is the name of the genus (singular of Climate and habitat describe the environment in which
genera) to which the species belongs. Latin names are often the creature is normally encountered. For each species, a
list of one or more climates
Table: Climates and CLIMATES and habitats is provided.
Habitats Tropical Subtropical Temperate Subpolar Polar
Creatures will typically
Desert
only be encountered in the
Semi-desert X X
wild within an environment
Grassland X X
matching their natural
Forest X
climates and habitats. The
H Scrub X X
Wetlands
Climates and Habitats Table
A
B Lakes & Rivers below lists world climates,
I Mangrove X X X and the habitats that exist
T within those climates.
Coral Reef X X X
A
T Ice Floes X X X
S Permanent Ice X X X X Location
Tundra X X X X Location provides details of
Mountain the countries or geographical
Caverns regions in which (or through
Coastal which) the creatures range.
Inshore Ocean In some cases where the
Pelagic Ocean creature’s range has changed,
Farmland X information on the creature’s
Ruins historical ranges will be
Crypts given.
Urban
“X” indicates that a habitat does not exist in a particular climate.
10

Frequency Solitary: The creature is encountered alone.


Frequency indicates how common a particular creature is in
the wild and provides an indication of how often a particular Pair: The creature is found in a pair, typically consisting
creature should be encountered in the wild. Since the of an adult male and female.
frequency of an creature in a modern setting may differ from
its frequency in a historical or fantasy setting, frequency Family: The creature may be encountered in a family
information is provided for both Fantasy and Modern grouping consisting of one or two adults and their young.
settings. Modern frequencies are indicated by an “(M),” More details on the nature of the family grouping are
fantasy frequencies with an “(F).” Two sets of terminology provided in the Behavior and Reproduction section of the
are used to indicate frequency. One set indicates the creature’s creature’s description.
natural frequency in the wild if left undisturbed. The second
indicates levels of endangerment and is used to indicate that Group: The creatures form groups consisting of several
the creature’s frequency has been reduced because of man’s adults and their young. More details on the nature of the
destruction of its habitat and/or excessive hunting of the group are provided in the Behavior and Reproduction section
species. For instance, if a creature is naturally very rare in the of the creature’s description.
wild, its frequency is listed as “Very Rare.” If the creature is
very rare because its habitat has been eroded by civilization’s Description
encroachment on the wild or because of excessive hunting of This section provides a physical description of the creature’s
the creature, it is listed instead as “Endangered.” The scheme appearance. In some cases, a description of the sound the
used to indicate endangerment is an adaptation of the system creature makes is also provided.
used by the International Union for the Conservation of
Nature and Natural Resources (IUCN) to track creatures Length
at risk of extinction. These categories are listed in Table: This section gives the typical range of lengths (in feet and
Creature Frequencies. inches) of an adult member of the species from front to rear,
excluding its tail if it has one.
Organization
Appendix D

This line describes how the creature typically organizes itself Tail
in the wild. For group organizations, a range of numbers is This section gives the typical range of lengths for the
given to indicate how many creatures will be in the group. creature’s tail in feet and inches. If no measurement is
This number includes adults and young. A number may also provided, the creature has no tail.
be provided in brackets to indicate what number of creatures
will typically be encountered. Height
This section gives the height (in feet and inches) for an adult
The types of organization are as follows: member of the species.

Table: Creature Frequencies


Frequency Endangerment Description
– Extinct Species where it is reasonably certain that the last individual of the species has died. Examples of extinct
species include the dodo and the Bali tiger.
– Extinct in the Species where it is reasonably certain that no members of the species still occur naturally in the wild, but
Wild where there are still individuals of the species alive in captivity. Examples include Przewalski’s horse, a
wild horse species that now only survives in a few captive populations.
Unique – This frequency is used solely for cryptids and indicates that there is only one, or one isolated group, of the
species in existence.
Extremely Critically Extremely Rare and Critically Endangered species are unlikely to ever be encountered in the wild.
Rare Endangered Critically endangered species are ones facing an extreme risk of extinction in the immediate future.
Examples include the black rhino.
Very Rare Endangered Very Rare and Endangered species will be encountered very rarely in the wild. Endangered species are
those facing a high risk of extinction in the near future. Examples include the Bengal tiger and the African
elephant.
Rare Vulnerable Rare and Vulnerable creatures will only rarely be encountered in the wild. Vulnerable species are those
facing a medium risk of extinction in the medium future. Examples include the cheetah.
Uncommon Lower Risk Uncommon and Lower Risk creatures are those that are fairly infrequent in the wild but that are still
widespread. Lower Risk creatures are those that are in decline but are still not threatened. Examples
include the giraffe and cougar.
Common – Common creatures occur frequently throughout their natural range. Examples include the red fox and
white-tailed deer.
Very Very common creatures are ones that occur very frequently throughout their range. They are so common
Common – that in some environments they may be considered pests. Examples include black rats and gray squirrels.
11

Weight Treasure in a Modern Setting


This section provides the typical range of weights in pounds The Treasure section lists those creature items having value in a
Fantasy setting. Not all of these items will have value in a Modern
and ounces for an adult member of the species. If there is a or Futuristic setting. For instance, animal products from endangered
significant difference between the weight of the male and species may be illegal in a Modern or Futuristic setting as they are
female, weights for both sexes may be provided. today on Earth. Also, transporting live creatures across political
borders is usually heavily restricted and will likely require special
licenses. The Games Master will ultimately need to determine
Lifespan whether an item has any value in a particular Modern or Futuristic
The typical lifespan of the creature in years and months. setting and what restrictions may apply to selling such items.
If an item is determined to have value, the Games Master may
determine a proper value or may alternatively calculate a Modern
Behavior equivalent from the values provided in this Bestiary. The values
A description of the creature’s behavior in the wild, including given in the Treasure section are for a Fantasy setting and are given
in Gold, Silver, and Copper pieces. To calculate the equivalent value
social organization, nesting habits, typical times of activity, for a Modern setting, it is necessary to convert the values to dollars
territorial behavior, and hunting techniques. and then refer to Table 7-1: Purchased DCs in the d20 Modern Core
Rulebook. As a general rule of thumb, 1 gold piece is equivalent to
$10, 1 silver piece to $1, and 1 copper piece to a dime ($0.10).
Society Example: A treasure item is worth 100 gold pieces. As 1 gold
A description of the societal structure the creature lives in. piece is equivalent to $10, 100 gold pieces are equivalent to $1,000.
The society section may replace the behavior section for Referring to Table 7-1 produces a DC of 17.
Once the DC has been calculated, the player needs to determine
intelligent creatures. the increase to their Wealth bonus from selling the item. The increase
is the same amount as the Wealth bonus loss the character would
Reproduction experience if the character purchased an object with a purchase DC
equal to the sale value.
A description of the creature’s reproductive habits, including Regardless of the character’s current Wealth bonus, he or she
methods of reproduction, typical mating seasons, the length gains a Wealth bonus increase of 1 whenever the character sells an
of gestation, when the young are typically born, how long object with a sale value of 15 or higher. If a character sells an object
with a sale value less than or equal to his or her current Wealth bonus,
they stay with the mother, and how long it takes the young and that sale value is 14 or lower, the character gains nothing.
to reach maturity. A character cannot legally sell restricted objects unless the

Appendix D
character is licensed to own them. A character also cannot legally
sell objects that have been reported as stolen. Selling objects illegally
Diet usually requires that the character have contacts in the black market,
A description of the creature’s typical diet. and reduces the sale value by an additional 3. Selling takes a number
of hours equal to the normal purchase DC of the item.
Main Stat Block
This section includes the main d20 stats for the creature, creature may also have a value. In some markets, some parts
including Hit Dice, initiative, speed, Armor Class, base of the creature’s anatomy may be valued for their supposed
attack/grapple, attack, space/reach, special attacks, and medicinal qualities.
special qualities, saves, abilities, skills, feats, Challenge
Rating, and Advancement. The treasure section provides details of the type of treasure
a creature is carrying (if any). It also provides information on
Combat the value of live members of the species or the value that can
This section provides information on how creatures of a be extracted from the body of such a creature. The values
particular species usually behave in combat. Additional given are those that may be obtained in the markets that are
information about the creature’s capabilities in combat is local or close to where the creature resides in the wild.
also provided.
The categories used for Treasures are as follows:
Skills and Abilities
This section gives more information about the creature’s - Adult Untrained: This is the value of a wild, healthy, adult
skills and abilities. specimen.
- Trained: This is the value of a trained, healthy, adult
Treasure specimen.
Intelligent creatures may be carrying treasure such as items - Young: This is the value for a healthy cub, kitten, etc.
and coins. Animals and other unintelligent creatures typically - Pelt or Feathers: This is the value of the creature’s skin,
carry no treasure. Even so, the creature may still be valuable. fur, or feathers.
Live adults of some species may be valuable to collectors, - Trophy: For some creatures there is a market for trophies
and trained adult creatures or the young of a species may made from some part of their body. For instance, the
be valuable as pets, for performance, or for other tasks. The creature’s head can be stuffed and mounted on a display.
fur of many species is valued for use in garments or other - Teeth: Some creature’s teeth are valued for use as jewelry
textiles. The heads of some creatures are sometimes stuffed or as collectibles. The value given is for the entire set of the
and displayed as trophies. Claws, teeth, or other parts of the creature’s teeth.
12

Food Values in Fantasy and Modern


- Paws, Claws, or Talons: A creature paws or talons may Settings
be valued as clothing accessories, pendants, talisman, etc. The Food Values Table provides a potential value for meat of
Also, the claws may be valued for similar purposes. The various qualities. These values assume that a willing buyer can be
found. If no willing buyer can be found, the meat has no value. As a
value given is for each paw or all of the claws on that paw general guideline, meat that is excellent in quality will typically be
or talon. marketable in any setting. Meat of good quality will likely have no
- Traditional Medicines: Some parts of the creature may be value in settings where food is relatively plentiful and the population
can typically afford meat that is excellent in quality. Meat of fair value
valued for use in traditional medicines. Further explanation will be difficult to sell except in poor regions where food is scarce.
of this will usually be provided. Meat of poor value typically has no value, but may occasionally be
- Other Treasures: Other additional treasures may be listed, sold as fertilizer or for animal feed.
and explained in the Treasures section.
cultures.
Certain creature products may gain in value if transported
to other regions, as they may be perceived as exotic. As ii) Good: Meat is generally valued but may have some
a general rule, the value of a live member of a species factors that detract from its overall quality such as a strong
should increase by 100% or 10 gold pieces (whichever flavor or distinctive texture, e.g. dry or greasy.
is greater) for each sizable ocean, landmass, or other
challenging geographical or political boundary over which iii) Fair: Meat is edible and may be prized in some
it is transported. The skins and other trophies from the areas, but in general it is not consumed. Fair quality meat
creature should increase in value by 50% or 5 gold pieces will have highly distinctive taste or texture that may be
(whichever is greater) for every such boundary over which considered unpleasant by many. A character that comes from
it is transported. a society that considers the food unpleasant must make a DC
5 Constitution check to eat Fair meat. Failure means that the
Certain creature items have no value in some regions character gags on the food and is unable to eat it. A starving
for legal or cultural reasons. For example, trade in products character (one who hasn’t eaten in 3 days) can eat Fair meat
from endangered species is today considered illegal in most without rolling since, as they say, hunger is the best cook.
Appendix D

regions of the world.


iv) Poor: Poor meat is not typically eaten by any group
The Games Master will ultimately need to decide and is generally considered inedible. The meat may have
whether a particular item has a value (and what value it nutritional value, but consuming it may be detrimental to
has) in a particular market. Extremely rare or exotic items the health of the adventurer unless they have an extremely
may effectively be considered “priceless,” and the player’s robust constitution. A starving character may attempt to eat
greatest challenge may be in locating a suitable buyer. In poor meat but must make a DC 10 Constitution check to
some cases, the value of the item may not be effectively avoid food poisoning. If the character fails the check, they
extracted by selling it, and the best course for the player will take 1d6 points of damage.
be to use it as a gift to some person of influence in exchange
for their favor or assistance. This is particularly the case in The meat’s quality also determines the average potential
some early societies where the practice of gift-giving is an value of the meat. Average values for various meats based on
expected and integral cultural practice. The Icelandic saga their quality are as follows:
on page 21 gives good examples of a gift-giving culture
Table: Food Values
centered on the comitatus, a company of warriors or nobles
Quality Price per pound1
attached to the person of a king or chieftain who rewards
Excellent 1 silver piece
their loyalty in protecting him, giving them food, drink,
Good 5 copper pieces2
shelter, and treasure. Fair 1 copper piece2
Poor No value
Food Value 1
In a Modern setting, 1 silver piece is equivalent to $1, and 1
This section gives information about the taste and quality of copper to a dime ($0.10).
meat that can be taken from the carcass of the creature. Meat 2
These values assume that the players can find a willing buyer (see
quality is categorized as follows: sidebar: Food Values in Fantasy and Modern Settings).

i) Excellent: Meat is of highest quality and is generally The price given in the table above is an average value if
highly valued. Examples of excellent meats include beef, the carcass is sold as a whole. Some cuts of meat from the
pork, and chicken. Some excellent meats may still not be carcass may be more valuable than the average cost, others
valued by some populations for reasons extraneous to the less valuable. For instance, prime cuts of excellent meat are
actual quality of the meat. For example, eating snake meat typically valued at around 3 silver pieces per pound.
or insects is considered distasteful by many, and eating pork,
beef, and the meat of primates is considered taboo by many The food value section provides an average carcass value
13

for that species. This value is based on the quality of the Tracks
meat and the average weight of the carcass of a creature of A hunter must learn to recognize and interpret many types of creature
signs, in particular the tracks creatures leave behind. A skilled hunter
that species. The weight of the carcass is typically 50% of will be able to learn a great deal from a creature’s tracks, including:
the creature’s live body weight. The rest of the creature’s
weight is taken up by bones and other inedibles. If the exact - The type of creature that left the track,
- The age of the track,
weight of a creature is known, a more exact value for the - The creature’s daily patterns of behavior, and
creature’s carcass can be calculated. To do this, divide the - Whether the creature was running, walking, or ambling.
creature’s live body weight in half and multiply this value by
The easiest surfaces on which to find and identify tracks are
the value per pound based on the meat quality. snow, wet sand, or damp soil. Damp soil provides the best surface for
capturing imprints of the creature’s feet, and frequently fine details
Hunting Tips such as toes, heels, and claws will be clearly visible, allowing easy
identification of the creature that left them. This detail will often be lost
The hunting tips section provides information on best in snow or sand. Snow, however, provides the best surface for tracking
practices and techniques to track and kill or capture the a creature, since the tracks are more likely to be uninterrupted, and it
creature. A few common techniques are as follows: is often possible to track the creature over long distances. In snow, it
may sometimes be possible to catch up with the creature by following
its tracks, and take it.
Stand hunting: Involves building a structure that If catching up with the creature is not possible, a skilled hunter
provides the hunter with concealment and often greater will still be able to use a creature’s tracks to plan the next day’s hunt.
Creatures frequently follow regular daily patterns of movement, and
elevation along a recently used trail between the creature’s by following the creature’s tracks, it is possible to learn where a
bedding and feeding area. creature typically rests, or feeds. For instance, in snow, hunters will
frequently go out in the early morning and follow a creature’s fresh
tracks backwards to find where the creature slept. The hunter can then
Still-hunting: Involves moving short distances and set up an ambush at a suitable location.
then stopping with your back to a tree and watching for 15 Individual tracks can also provide information on not just the
minutes to one hour. creature’s identity, but on its behavior, too. For instance, the shape of
a print will vary depending on the speed the creature was moving at,
with deeper, larger prints being left by a creature that is running. Also,
Driving: This technique involves driving or rousing wild a running creature will often slide on mud or sand.

Appendix D
creatures from thick patches of cover towards the hunter. It is not just the individual prints that provide clues about a
creature’s identity and behavior. From the pattern and spacing of prints,
The creatures are normally driven out by making a lot of it is possible to tell if the creature was hopping, running, or walking.
noise, and the people doing the driving are referred to as A hunter must be able to distinguish fresh tracks from old,
beaters since they frequently beat on some object to make and must be able to approximate the age of a track. Depending on
the surface, and on weather conditions, a fresh track will usually
noise. This technique was used, for example, to drive tigers have distinct edges, whereas these will become more rounded and
or wild boar from forest cover or game birds from reed beds. obscured with age due to weathering.
To drive creatures from large patches of cover, many beaters
need to be employed. Comments
The comments section contains a variety of information
Glass-and-stalk method: Climb to high elevation in the about the species that is not captured adequately in the other
early morning, spot the creature, and then stalk to within sections of the description. If the creature is venomous, more
shooting range. Use ravines, boulders, or brush to conceal information about the effects of the poison may be provided
your approach. Ideally approach from above because many in the comments section.
creatures typically look for danger from below.

Trapping and snaring: Snares consist of loops of wire


or string designed to tighten and entrap a creature that steps
in the loop. Traps consist of various structures such as holes,
cages, and other devices used to contain or catch creatures.
The trap or snare is placed at bedding or feeding areas or
along recently used trails.

Baiting: Baiting consists of placing or using some


material to attract an creature to a particular location. Bait
materials include meat, grain, salt, minerals, and scents.

Hunting dogs: This technique involves the use of dogs to


track and bring the creature to bay.
14

Apes in Alphabetical Order Apes by Challenge Rating


Ape Page Ape CR
Bili Ape p.32 Bili Ape 1
Bonobo p.29 Bonobo ½
Chimpanzee p.30 Chimpanzee ½
Colossal Ape p.49 Colossal Ape 20
Dire Gorilla p.34 Dire Gorilla 3
Eastern Gorilla p.24 Eastern Gorilla 1
Giant Ape p.48 Giant Ape 15
Giant Orang p.28 Giant Orangutan 3
Gigantopithecus p.18 Gigantopithecus 5
Gorgades p.6 Gorgades 1
Martian Ape p.35 Martian Ape 7
Nzumi the Ape God p.44 Nzumi the Ape God 72
Orangutan p.25 Orangutan 1
Pongo p.12 Pongo 3
Sapient Chimpanzee p.41 Sapient Chimpanzee 1
Sapient Gorilla p.39 Sapient Gorilla 1
Sapient Orangutan p.42 Sapient Orangutan 1
Satyr-Ape p.9 Satyr-Ape ½
Challenge Ratings

Weregorilla, Human Form p.14 Weregorilla, Human Form 4


Weregorilla, Gorilla Form p.15 Weregorilla, Gorilla Form 4
Weregorilla, Hybrid Form p.15 Weregorilla, Hybrid Form 4
Western Gorilla p.21 Western Gorilla 1
15
OPEN GAME LICENSE Version 1.0a written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with
The following text is the property of Wizards of the Coast, Inc. and any of the terms of this License with respect to some or all of the Open
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Game Content due to statute, judicial order, or governmental regulation
Reserved. then You may not Use any Open Game Material so affected.
1. Definitions: (a)”Contributors” means the copyright and/or 13 Termination: This License will terminate automatically if You
trademark owners who have contributed Open Game Content; fail to comply with all terms herein and fail to cure such breach within
(b)”Derivative Material” means copyrighted material including 30 days of becoming aware of the breach. All sublicenses shall survive
derivative works and translations (including into other computer the termination of this License.
languages), potation, modification, correction, addition, extension, 14 Reformation: If any provision of this License is held to be
upgrade, improvement, compilation, abridgment or other form in which unenforceable, such provision shall be reformed only to the extent
an existing work may be recast, transformed or adapted; (c) “Distribute” necessary to make it enforceable.
means to reproduce, license, rent, lease, sell, broadcast, publicly display, 15 COPYRIGHT NOTICE
transmit or otherwise distribute; (d)”Open Game Content” means Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
the game mechanic and includes the methods, procedures, processes Inc.
and routines to the extent such content does not embody the Product System Reference Document Copyright 2000-2003, Wizards of the
Identity and is an enhancement over the prior art and any additional Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
content clearly identified as Open Game Content by the Contributor, Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
and means any work covered by this License, including translations and John D. Rateliff, Thomas Reid, James Wyatt, based on original material
derivative works under copyright law, but specifically excludes Product by E. Gary Gygax and Dave Arneson.
Identity. (e) “Product Identity” means product and product line names, Modern System Reference Document Copyright 2002, Wizards
logos and identifying marks including trade dress; artifacts; creatures of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
characters; stories, storylines, plots, thematic elements, dialogue, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip
incidents, language, artwork, symbols, designs, depictions, likenesses, Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes,
formats, poses, concepts, themes and graphic, photographic and other Andy Collins, and JD Wiker.
visual or audio representations; names and descriptions of characters, The Bestiary: Predators Copyright 2005, Betabunny Publishing;
spells, enchantments, personalities, teams, personas, likenesses and Author, Sean Butcher.
special abilities; places, locations, environments, creatures, equipment, Apes Of Nature, Myth, & The Imagination, Copyright 2006,
magical or supernatural abilities or effects, logos, symbols, or graphic Betabunny Publishing; Author, Sean Butcher.
designs; and any other trademark or registered trademark clearly Apes Of Nature, Myth, & The Imagination Demo, Copyright 2006,
identified as Product identity by the owner of the Product Identity, and Betabunny Publishing: Author Sean Butcher.
which specifically excludes the Open Game Content; (f) “Trademark”
means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) “Use”,
“Used” or “Using” means to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this
agreement.
2. The License: This License applies to any Open Game Content
that contains a notice indicating that the Open Game Content may only

License
be Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content
distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use,
the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date,
and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must
clearly indicate which portions of the work that you are distributing are
Open Game Content.
9. Updating the License: Wizards or its designated Agents may
publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License
with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor unless You have
Betabunny
Publishing

A pes
O f N ature , M yth , &
T he I magination
D emo
Visit us online at:
www.betabunny.com
for additional materials including bonus creatures,
supplementary rules, tables, and clarifications.

Requires the use of the Dungeons & Dragons, Third Edition Core Books, or d20 Modern
Roleplaying Game, both published by Wizards of the Coast, Inc.

You might also like