Beastmen

From DQWiki
Jump to: navigation, search

Beastmen are sentient races that are part beast, and part human. Some are civilised; some barbaric, and some simply feral.

Dawon

Natural Habitat 
Highlands, Jungle, Rural, Wetlands
Frequency 
Rare
Number 
1-6 (1)
Description
Dawon are large tiger-like humanoids. They are 7 to 8 feet tall, and have distinctly feline facial features. They have thick, plush striped fur, with light cream fur on their hands, face, and front torso. Most of them have 2 to 3 foot tails.
Comments
Dawon are usually solitary and territorial. They will attack other humanoids with little provocation, preferably from ambush. They enjoy swimming, but much prefer to sit in the sun and play with their still-twitching food. While tactically astute, Dawon tend to suffer from over-confidence and vanity.
Abilities
Dawon are skilled warriors, although terrible farmers and mages. They prefer large bladed weapons, or metal claws that enhance their already considerable close-in fighting skills. They usually eschew missile weapons. They may wear light armour when engaged in military operations.
Movement Rates 
Running: 400
PS: 24-29 MD: 22-26 AG: 22-28 MA: 8-12 EN: 20-24 FT: 25-29
WP: 8-10 PC: 18-23 PB: 9-17 TMR: 8 NA: Fur absorbs 3 DP
Weapons
Dawon will use normal or giant bladed weapons in Melee Combat, or one bite and four claws in Close Combat. Dawon will usually attempt to Close with stunned or helpless opponents.
Giant Glaive: BC 65%, [D + 9], Melee, Rank 6-9.
Bite: BC 45%, [D + 1], Close, Rank 3-6.
Claws: BC and damage as per unarmed, +3DM for claws, Melee & Close, Rank 4-8.

Dimasa

Natural Habitat 
Jungle, Wetlands
Frequency 
Rare
Number 
1-20 (4)
Description
Dimasa are snake-headed humanoids. They are 5 to 6 feet tall, and have a wide flat head with a detachable lower jaw. Their skin is mottled and scaly, with brown patches over light tan and cream. Their tails are longer than their hind legs, and very strong.
Comments
Dimasa are great keepers of lore, and a large percentage of them are priests, with a tendency to worship the darkers spirits, gods, and demons, primarily Botis.
Abilities
Despite rumours, the bite of a Dimasa is not naturally poisonous. They cannot chew their food, but can squallow anything up to the size of a toddler whole, over a period of minutes. They are skilled magic users, specialising in any one of druidic, necromantic, or runic magics, or occasionally water or witchcraft. While they can use tools, they tend to keep them simple, and prefer wooden spears and blowguns over metal weapons.
Movement Rates 
Running: 200
PS: 11-17 MD: 12-16 AG: 12-16 MA: 16-24 EN: 12-18 FT: 18-23
WP: 16-20 PC: 10-20 PB: 5-8 TMR: 4 NA: Scales absorb 3 DP
Weapons
Bare hands as per the Unarmed Combat rules, plus tripping with their tail.
Unarmed: BC 45%, [D-4], Melee & Close, Rank 0-4.
Trip: BC 40%, [D–2], Melee Rear, Rank 0-4.

Gnoll

Natural Habitat 
Anywhere (except Arctic or Waste)
Frequency 
Uncommon
Number 
1-300 (40)
Description
Gnolls are dog-faced humanoids about 7 feet tall. They are very strong, and usually wear armour. Their skin is fuzzy, and yellowish-brown in colour.
Comments
Gnolls are very disorganised and travel in loose bands. They like to raid towns and travellers to gain plunder, as they disdain to work themselves. Large bands will often have treasure that has been previously looted.
Abilities
Gnolls are good diggers if forced to do so, but they will rarely attempt mining on their own, even though they like caves. They have no magical abilities, although they will sometimes have magical items that they will rarely know how to use.
Movement Rates 
Running: 250
PS: 20-23 MD: 13-15 AG: 12-14 MA: None EN: 12-14 FT: 20-24
WP: 10-12 PC: 12-16 PB: 6-9 TMR: 5 NA: Hide absorbs 2 DP
Weapons
Gnolls tend toward the larger weapons, usually axes. They will use ranged weapons, however, and any large contingent will have a fair number of archers. They usually wear light armour (leather or cloth) but strong members of a group will sometimes have better armour.

Karbi

Natural Habitat 
Jungle, Plains, Rural, Wetlands
Frequency 
Rare
Number 
1-40 (15)
Description
Karbi are small humanoids with light grey fur, standing about two feet tall. They are arboreal, and have long, prehensile tails.
Comments
Karbi are usually despised by other Beastmen, and are marginalised, being forced to live as beggars, and outcastes. Karbi corpses are a common offering at many shrines and temples. Packs of Karbi are known to isolate and then terrorise people under cover of darkness.
Abilities
Karbi are consummate thieves and escape artists. They are only primitive tool users, and do not use magic, apart from cantrips. Rumours of Illusionist Karbi are unproven.
Movement Rates 
Running: 400
PS: 4-6 MD: 26-32 AG: 26-32 MA: 24-28 EN: 4-6 FT: 7-10
WP: 18-20 PC: 20-24 PB: 10-12 TMR: 8 NA: None
Weapons
Karbi may bite and scratch. They will always evade, or use their second action to defensively withdraw while in melee, giving an appearance of "dancing".
Bite: BC 80%, [D – 6], Close, Rank 0.
Claw: BC 60%, [D – 4], Close, Rank 0-3.

Mogmog

Natural Habitat 
Coastal, Wetlands
Frequency 
Rare
Number 
1-8 (1)
Description
Mogmog are heavily scaled Saurime with long slender jaws and many small sharp teeth. Their scales are a very dark greenish-brown that blends in well with the muddy water that they love to inhabit. When they walk upright they are around 6 foot tall, but they prefer to move on all fours, or by swimming with their powerful tail. In the quieter waterways and deeper pools, Mogmog occasionally grow to 12 foot, with twice the normal Strength and Endurance – these giants are sometimes worshipped as local deities.
Comments
Mogmog often lurk just below the surface of murky waters, waiting for unwary travellers to enter the water. On land, however, Mogmog are rather timid, and they will usually slip off into the water rather than engage in conversation.
Abilities
Mogmog have no special talents or magic. They are skilled fishermen, and some also sail or punt small boats.

Movement Rates : Running: 150; Swimming: 250

PS: 24-29 MD: 13-18 AG: 12-20 MA: 4-8 EN: 17-23 FT: 18-25
WP: 7-9 PC: 8-15 PB: 7-9 TMR: 3/5 NA: Scales absorb 6 DP
Weapons
Mogmog may claw twice and bite in Close, lash with their tail, or use makeshift nautical weapons such as tridents or boathooks. They will often attempt to restrain, and wait for their opponent to drown.
Bite: BC 20%, [D – 1], Close, Rank 0-2.
Claws: BC 50%, [D – 4], Close, Rank 0-2.
Tail: BC 60%, [D – 1], Melee, Rank 0-2.
Boathook: BC 45%, [D + 3], Melee, Rank 2-6.

Rabari

Natural Habitat 
Highlands, Rural, Wetlands, Woods
Frequency 
Uncommon
Number 
6-60 (20)
Description

Rabari are part-wolf, part-man. They are 5 to 6 feet tall, and have strongly lupine or canine heads. Their thick fur usually has distinctive markings against a background blend of greys, and is darker on the back and pale around the muzzle and belly.

Comments
Rabari always travel in packs or military patrols. They have strong loyalty, and an innate respect for hierarchy, so make fine soldiers.
Abilities
Rabari are good rangers and trackers, and fair at most military skills. Their few mages tend towards Earth or Wicca Adepts. Rabari have incredible stamina, and can run for literally days at a time.
Movement Rates 
All-out Run: 400; Steady Run: 250
PS: 16-22 MD: 18-20 AG: 18-20 MA: 8-18 EN: 15-20 FT: 30-35
WP: 18-22 PC: 14-24 PB: 10-16 TMR: 8 NA: Fur absorbs 3 DP
Weapons
Rabari may bite or wield weapons. They prefer weapons that are adapted for hunting.
Spear: BC 50%, [D + 4], Melee, Rank 3-5.
Bolas: BC 40%, [D - 2], Ranged, Rank 3-6.
Bite: BC 60%, [D + 1], Melee & Close, Rank 0. [D + 3] in Close.

Sahuagin

Natural Habitat 
Ocean
Frequency 
Rare
Number 
1-60 (20)
Description
Most of these green, scaly, fish-headed aquatic humanoids are around 6'-8' tall, although a significant proportion of them are 10', 15', or even up to 25' tall. Their feet and hands are extended and heavily webbed. They travel in large groups, led by the larger individuals.
Comments
Sahuagin are a ruthless, expansionist race with a hierarchical, military social structure, and seem bent on conquering the depths and destroying their rivals, particularly the Merfolk. They are not great tacticians, do not respond well to surprises, and usually will not flee or surrender if out-matched. They are known to take land-dwellers as slaves, using stolen merfolk caps of woven gold to keep them alive in the stygian depths.
Abilities
Sahuagin speak an unknown tongue consisting of gutteral bubbly noises. Many of them are Water Mages of varied competance. They have limited skills in crafts, and possibly require slaves to work metal.
Movement Rates 
Swimming: 350*, Running 50
PS: 18-24* MD: 15-18 AG: 11-18 MA: 4-18 EN: 20-28* FT: 23-32*
WP: 10-14 PC: 12-18 PB: 5-8 TMR: 7*/1 NA: Scales absorb 7* DP

* The larger Sahuagin will have increased PS, EN, FT, TMR, and AP, and use giant weapons.

Weapons
Sahuagin will fight with a combination of Trident and Net, or Bite and Choke in Close.
Trident*: BC 45%, [D + 4], Melee, Rank 4-7.
Net*: BC 30%, [D – 2], Melee, Rank 3-6.
Bite*: BC 50%, [D – 1], Close, Rank 0.
Choke*: BC Unarmed, [D + 5], Close, Rank 2-6.

Guild Notes

These notes are from an encounter in Confederation Bay in 801wk.

Sentient aquatic humanoids. Green, scaly, fish-like heads, feet and hands very webbed and extended. They range in size from 6 to 25 feet tall. Mingle in large groups of mixed size. Their language appears to be gutteral bubbly noises – impossible to fake without prior preparation. Often accompanied by sharks –seem to have bond with sharks – beastmaster? summon control? Some were water mages. They are the traditional enemy of merfolk. They had a supply of gold merfolk caps, but whether they constructed them or stole them from merfolk is hard to say.

They are doughty fighters – they are difficult to harm past their scaly skin as hard as plate (thicker for large ones), and they stay on their feet for a long time. They fight with Trident and Net – they are not great strikers, but are very strong, and their net is to be feared. They swim fast – little ones as fast as sharks, larger ones faster than dolphins. Hierarchical, military social structure seen – may be indictive of overall culture, or merely of an elite special forces squad. Do not respond well to surprises, and usually will not flee or surrender if out-matched. I believe they are used to being better than their opposition and do not have fall-back plans.


Sasquatch or Yeti

Natural Habitat 
Highlands, Woods
Frequency 
Very Rare
Number 
1-6 (1)
Description
The sasquatch is a large humanoid being, very shy. It is covered in long brown fur, which allows it to survive in even the coldest climes. The sasquatch tends to be shy of humans and will run or hide rather than attack except when its lair is threatened.
Comments
The sasquatch is a fairly docile creature, but the yeti (the mountain-dwelling version of the species) tends to be much larger and meaner, with more Physical Strength & Endurance, and will attack instead of running when its privacy is invaded.
Abilities
The sasquatch is a natural tracker and forester and will possess the Ranger skill at Rank 1-8. The sasquatch is sentient, however it will not possess any magic abilities and will not employ any skill involving tools or weapons.
Movement Rates 
Running: 300
PS: 24-30 MD: 15-25 AG: 14-18 MA: 1-6 EN: 25-35 FT: 30-40
WP: 10-15 PC: 22-26 PB: 5-8 TMR: 6 NA: Fur absorbs 3 DP
Weapons
Bare hands as per the Unarmed Combat rules.
Unarmed: BC 45%, [D], Melee & Close, Rank 0.

Saurime

<--Peoples of Alusia

Natural Habitat 
Coastal, Jungle, Wetlands
Frequency 
Rare
Number 
1-50 (8)
Description
Saurime are basically humanoid, but they are reptilian in outward appearance. They have heavy scales along the entire body, and have a long, heavy tail that they can use as a weapon to knock down their victims. They also have claws and a long forked tongue. They are about 7 feet tall, and are greenish-yellow in colour.
Comments
Saurime will eat anything and they feed on marsh birds and underwater creatures, but they have a fondness for human flesh (and elven, dwarven, etc). They may be a humanoid degenerate Dragon, and are closely related to the Saurians of Terranova. They are sometimes (mistakenly) referred to as Suarime.
Abilities
Saurime can fight normally under water, but they must come up for air eventually, although they can hold their breath for periods of more than 5 minutes. They have their own language, but will rarely speak anything comprehensible to men. They do not normally use magic, although intelligence varies widely.
Movement Rates 
Swimming: 300; Running: 200
PS: 23-26 MD: 8-11 AG: 8-12 MA: 10-15 EN: 14-16 FT: 20-24
WP: 14-18 PC: 10-14 PB: 8-11 TMR: 6/4 NA: Scales absorb 6 DP
Weapons
Lizard men generally use simple weapons like spears or clubs. The larger the weapon, the more the saurime prefer it as they greatly enjoy using their strength to the utmost. Saurime will use shields if they find them or capture them. In close, they disdain weapons and use their claws.
Claws: BC 35%, [D + 1], Melee & Close, Rank 0.

Shapechanger

<--Peoples of Alusia | Shapechanger Guild Members
A character race in DQ.

Natural Habitat
Anywhere their animal dwells
Frequency
Rare
Number
1-50 (4)
Description
Shapechangers are a hidden race amongst humans, with the ability to change into the form of a particular animal (one of wolf, tiger, bear or boar). Shapechangers are identical in appearance to humans when not in animal form. They are somewhat bestial in nature, adopting traits from their animal side. Instead of living amongst humans, some shapechangers choose to live with their particular animal, or with associated beastmen; that is: Dawon for shapechanger tigers, Dimasa for shangechanger snakes, Rabari for shangechanger wolves, and Sora for shangechanger pigs. There is no longer a bear-man race.
Comments
There exists a love/hate relationship between humans and shapechangers: shapechangers possess some degree of animal magnetism, but, if discovered, can expect severe treatment at the hands of humans. Shapechangers are, on the whole, bitter towards humans, and are not above using humans to their advantage. There are very few ways to tell a shape changer from a human and these vary by shapechanger type. Shapechangers are a ruthless lot with a secret worth killing to preserve.
Abilities
Shapechangers have a controllable, racial talent of Lycanthropy (see Weres) which allows them to remain sentient in both forms. A shapechanger can consciously change between human and animal forms and back once per quarter of the moon phase between each dawn. The transformation takes 10 seconds during the day and 5 seconds at night. During the day, there is a 1% / full 5 minutes in animal form that they will become permanently transformed. At night, they may remain in animal form for a time proportionate to the moon phase before they run this risk. A shapechanger's animal and human characteristics are proportional to each other within their respective racial ranges.
In animal form: human inhibitions will be muted; they cannot be harmed except with silver or magic; beings with Physical Strength over 25 may harm them, but damage is reduced by 5; they regenerate 1 Endurance each minute. In human form animal instincts will be dulled, but animal magnetism will cause humans to be attracted to them. A shapechanger’s magic resistance is increased by 5%.
Movement Rates
Running: 250
PS: 5-25 MD: 5-25 AG: 5-25 MA: 5-25 EN: 5-25 FT: 18-23
WP: 5-25 PC: 5-25 PB: 8-24 TMR: 4-6 NA: None
Weapons
In animal form, shapechangers fight as that animal. They may gain ranks in their claws, bite and other natural attacks as per unarmed if they get training in their use. In human form, they fight as a human, and may use and rank any weapons, armour and shields. Shapechangers avoid armour, as it hampers their transformations.

Sora

Natural Habitat 
Jungle, Highlands, Rural, Wetlands
Frequency 
Uncommon
Number 
1-50 (3)
Description 
Sora are pig-headed humanoids, in every sense of the word. They are around 6 foot tall, and heavily built, often reaching weights in excess of 300 pounds. They are covered in long, dark bristles and have long tusks. They tend to be both stupid and vicious.
Comments
Sora are ill-mannered, crude, and lazy, and will seldom be gainfully employed outside subsistence agriculture. They are omnivorous and will devour anything they find laying about, but are cowards who will retreat from confrontation unless they grossly outnumber their prey.
Abilities
Sora have no special skills or talents, use only crude tools, and have not mastered magic.
Movement Rates 
Running: 350
PS: 22-27 MD: 14-18 AG: 15-22 MA: 4-13 EN: 20-25 FT: 25-30
WP: 8-13 PC: 12-16 PB: 7-12 TMR: 7 NA: Bristles absorb 4 DP
Weapons
Sora may use their billhooks (glaives) or pitchforks, or attempt to Charge and Close, where they gore with their tusks and roll around in the mud.
Glaive: BC 55%, [D + 5], Melee, Rank 2-5.
Gore: BC 50%, [D – 1], Close, Rank 0-2.

Vanara

Natural Habitat 
Highlands, Jungle, Rural, Wetlands
Frequency
Uncommon
Number
3-50 (20)
Description
Vanara are monkey-faced humanoids, around the same size as humans. They have brown fur, are quite social, and are excellent climbers. They can live in small villages, or bustling towns and cities, but seldom alone. Vanara are omnivorous: their diet consists mostly of fruit and plants, particularly mango and rice, but they also hunt and eat small deer, snakes, or other wild creatures.
Comments
Vanara are curious, social, and generally friendly. They will only attack if their young are threatened. Their economy is based on barter, swapping, and gifts. Vanara are fearless, and those few who take to the military can become extremely capable.
Abilities
Vanara have no special talents or skills, except their insatiable curiosity, and an associated creativity in getting out of scrapes. They are quite intelligent, are good at learning, creating, and inventing, and have a strong tradition of philosophy, poetry, and mathematics. However, they have little sense of time, ownership, or money, and thus their economy is extremely laissez-faire. They have a wide range of mages, most of whom are generalists.
Movements Rates
Running: 300
PS: 18-25 MD: 16-22 AG: 18-23 MA: 10-19 EN: 14-22 FT: 19-23
WP: 8-22 PC: 8-22 PB: 10-19 TMR: 6 NA: Fur absorbs 2 DP
Weapons
Vanara prefer to fight with staff weapons, and avoid Close combat.
Staff: BC 55%, [D + 2], Melee, Rank 1-5.
Glaive: BC 55%, [D + 5], Melee, Rank 1-5.