Wednesday, December 21, 2016

Atavar Stats (Atavars Part III)

Ruminant-headed folk, atavars are hostile to civilization and all who support it, often doing unto errant humans that which humans might do unto livestock! Those who pay proper respect to the wilderness and to the atavars themselves though might then just be ignored (a 50% chance), unless of course they are hungry or looking for some new (human) pets. Whatever the case, the use of soap, extra garb, and polite conversation is not recommended when venturing into atavar lands, unless that is, the travelers are looking for a fight!


Atavar, Cervine
No. Enc.: 1d6
Alignment: Chaotic
Movement: 60’
Armor Class: 7
Hit Dice: 3
Attacks: 1
Damage: 2d4 (gore) or 1d8 (hunting spear) or 1d6 (bow)
Special: Charge attack for 2d4+1 damage, immune to Sleep and Confusion
Save: F3
Morale: 7

Usually found in the deep forests, these deer-headed folk enjoy turning the tables on those who would make way for civilized lands or other abuses of the woods. Many an unfortunate huntsman, trapper, or logger has found his head mounted upon the sylvan walls of a cervine atavar’s home. After dining on his carcass, it is said that the atavar might remark that the human was a bit ‘gamey’.

Atavar, Hircine
No. Enc.: 1d4
Alignment: Chaotic
Movement: 40’
Armor Class: 6
Hit Dice: 3+1
Attacks: 1
Damage: 1d4+1 (gore) or 1d6+1 (shearing sword)
Special: Charge attack for 2d4+2 damage, immune to Charm and Confusion
Save: F3
Morale: 9

These goat-headed people are fond of hills and mountainous areas, but not very fond of those who lack barbarity. As a result, hircine atavars will likely attack any civilized-seeming intruders in order to subdue, shear, or even challenge them to a head butting competition. Such an encounter will likely be fatal, and most certainly, gruff.

Atavar, Bovine
No. Enc.: 1d2
Alignment: Chaotic
Movement: 40’
Armor Class: 5
Hit Dice: 4
Attacks: 1
Damage: 1d6+1 (gore) or 1d8+2 (battle axe)
Special: Charge attack for 2d6+2 damage, immune to Sleep and Charm
Save: F4
Morale: 10

Often found in deserted fields, these cattle-heads may appear similar to minotaurs (to which they are related), but they are man-sized and are more concerned with violating civilization than with roaming labyrinths.  Those unfortunate enough to meet a bovine atavar and then act in any way that borders on high society will face goring and the terrible experience of being cut into steaks or even milked! In any case, such victims are asked to not ‘have a cow’, whether they survive the ordeal or not.

Additionally, atavars come in three main body types, further sub-dividing the cervine, hircine, and bovine varieties:

Arcadian: head, legs, and lower torso are animalistic; upper torso, arms, and hands look human. These are the default type of atavars encountered.

Antediluvian: animalistic and quite furry all over: essentially a very feral animal that walks upright with longer hind legs and humanoid hands. Grant them +3 extra hit points per HD, as well as the ability to make an extra a bite or claw attack for 1d4 damage each round, but also take away their ability to use weapons and act in anything resembling a polite manner.

Minoan: only the head is that of an animal- the rest of the atavar’s body appears human. Unlike other types, Minoan atavars are quite intelligent and even refined in their own manner, but not as strong or as tough. Reduce their HD by 1, but also give them the ability to speak Common, as well as act as a 1d6 level cleric, shaman2, or druid2 of one of the following divinities (roll1d6):

1. Dionysus1     2. Pan1
3. Poseidon1    4. Cernunnos 2
5. Balor2          6. Baphomet3

1See Divinities and Cults: Volume I for further details
2See Divinities and Cults: Volume II
3To be detailed at a later date