Wednesday, May 30, 2012

"G" is for "Greatape"


Greatape

No. Enc.:  1d6 (1d10)
Alignment:  Neutral
Movement:  90' (30')
Armor Class:  5
Hit Dice:  7
Attacks:  3 (2 fists, 1 bite)
Damage:  1d6 / 1d6 / 1d8
Save:  L4
Morale:  9
Hoard Class:  None
XP:  800

Sightless, slimy, and sickening, the greatapes are primate-like, man-sized hermaphrodites that congregate in jungles, swamps, ruined sewers, and cesspits.  Their hooting vocalizations carry for miles. 

Greatapes attack with bludgeoning "fists" and slurping maws.  With a successful bite attack, a greatape latches onto its victim, doing an automatic 1d10 blood-draining damage per round; a feeding specimen can still lash out for melee attacks.  Bite victims must make a Saving Throw Versus Poison or risk being flooded with eggs.  Greatape infections cause 1d12 damage per week as the host is ravaged from within, and upon death, 1d4 3 HD "tapelings" burst from the corpse.  Filter-doses [see p. 125 of the Mutant Future Core Rules] and select tribal remedies clear an infestation.

Due to their rubbery bodies, greatapes take only half damage from blunt weapons, and their slick coatings make them completely immune to fire-based attacks.

Some suggest that greatapes are the next phase of evolution of the prowlasite....

Mutations: Echolocation, Reflective Epidermis (Heat), Sensory Deficiency (Blindness) [D]