TEXT: 28
  28
  IV. For the Games 
  IV. For the Games 
  Master
  Master
  Incorporating 
  Man-Apes into Your 
  Campaign
  Man-apes can make great additions to your 
  adventure or campaign.  They can be encountered 
  singly, in pairs (although this usually only applies to 
  Yahtis) or in family groups.  There is little challenge 
  in using them in adventures.  The biggest challenge 
  for Game Masters is ﬁ nding an appropriate way to 
  use them based on the skill and number of Player 
  Characters in the adventuring party.  Keep these 
  points in mind when creating adventures in which 
  man-apes play a role:
  Remember, adult male man-apes are no pushovers.  
  For example, in all of his encounters with them, 
  Conan has signiﬁ cant difﬁ culty, not only winning, 
  but surviving, and the same should be true of your 
  Player Characters.
  A Come up with a reason why your Player 
  Characters would encounter man-apes.  As a 
  Games Master, try to avoid, what I call, the 
  habit of 'throwing your Player Characters into 
  the meat grinder'.  If your Player Characters 
  were attacked by man-apes, why?  Were the 
  man-apes hunting them?  Were the man-apes 
  protecting their young?  Were they acting 
  because of the command of some evil sorcerer 
  who has power over them? 
  A Before you include man-apes in your 
  adventure, think about the region where your 
  Player Characters are currently travelling.  
  Do man-apes normally exist here?  If not, 
  why would they be present for your Player 
  Characters to run afoul of them?
  A Make use of the Special Attacks, Qualities/
  Weaknesses and Feats possessed by man-apes 
  (which will be discussed shortly).  Man-apes do 
  not just come running straight at an opponent 
  during combat.  They ambush prey by jumping 
  out of trees or by throwing boulders down from 
  mountainous cliffs.  Use these skills to make 
  your Player Character’s encounter with these 
  critters more interesting.
  A Finally, very few living beings will, of their 
  own accord, ﬁ ght to the death if escape is an 
  option.  If your adventurers get the upper hand 
  in a combat with man-apes, the man-apes may 
  try to ﬂ ee.  This can lead to an exciting chase 
  through the jungles of Kush, or the mountains 
  near Zamora.
  Most importantly, be creative and have fun!  That is 
  what playing roleplaying games is all about!
   
  Man-Apes in Game 
  Terms
  In this chapter, man-apes have been re-vamped using 
  the layout on page 324 of the Conan Roleplaying 
  Game Core Rulebook (Atlantean Edition) as a 
  template.  The major differences from that original 
  write-up will be outlined in this section.  Here you 
   A Field Guide to Creatures of 
  the Hyborian Age
  Josh Kapfer
  Josh Kapfer
  A detailed study of Man-Apes for 
  A detailed study of Man-Apes for 
  Conan The Roleplaying Game, Part II
  Conan The Roleplaying Game, Part II
  ‘The beast peering from the scarlet 
  hood was utterly bestial, and yet Murilo 
  realised that Nabonidus spoke truth 
  when he said that Thak was not wholly 
  beast.  There was something in the red 
  murky eyes, something in the creatures 
  clumsy posture, something in the whole 
  appearance of the thing that set it apart 
  from the truly animal.’
  Rogues in the House, Robert E. 
  Howard
  ‘Instantly Thak, on the other side 
  of the chamber, wheeled, glared and 
  charged with a thunderous roar.’
  -Rogues in the House, Robert E. 
  Howard
  
  2929
  will also ﬁ nd mention of all the additional Special 
  Attacks, Qualities/Weaknesses and Feats available 
  only to man-apes.  These will add depth, options 
  for creativity, and realism to any man-apes that you 
  choose to include in your adventure.
    
  Differences from the 
  man-apes as described in 
  the Atlantean Edition
  There are now several types of man-apes and each 
  one has unique game statistics (Attributes, Skills, 
  HD and so on.) that are different from the man-apes 
  in the Atlantean Edition.
  A 
  An addition has been made to the DR of 
  these beasts.  They still have a natural DR 
  against all weapons (3 in sub-adults and 5 in 
  adults).  They now also receive a separate 
  DR against attacks with bludgeoning 
  weapons (6 in sub adults and 10 in adults) 
  due to the robust nature of their skeletons.
  A 
  Attack statistics have 
  been changed.  Now, man-apes 
  accomplish a single attack 
  through the use of the claws 
  rather than a slam (as a new 
  Special Attack option deals with 
  slam attacks), and a full attack 
  consists of two claw 
  attacks and a bite 
  attack.
  A Feats have 
  changed.  In this 
  new version of 
  man-apes, Games 
  Masters have 
  the option to 
  personalise 
  their man-apes 
  (depending on the 
  creature’s role in 
  the adventure) 
  by selecting from 
  both old and new 
  feats available 
  to man-apes 
  described below.
  A Special Attack/Qualities/Weaknesses have 
  changed.  These have also been altered so that 
  Games Masters have the ability to select from 
  several old and new Special Attacks/Qualities 
  described below.  The Special Attack Improved 
  Grab is no longer available.  Fear not!  Several 
  new Special Attacks and feats have been created 
  to take the place of Improved Grab, while 
  giving the Games Master more options for 
  combat.
   
  Feats
  Feats
  This section lists, in detail, the types of unique 
  abilities (in the form of special Feats) possessed 
  by man-apes.  These Feats have been designed 
  to give man-apes more depth and options for the 
  Games Master when planning encounters with 
  the beasts.  Several are not available to Player 
  Characters or normal Non-Player Characters.  Feats 
  that have already been described in other Conan 
  RPG sourcebooks will only be mentioned here.  
  For complete descriptions of them, see the source 
  material where they were originally printed.
  Rules for Selecting Your Man-Apes Feats:  As the 
  OGL rules for monster creation states, monsters are 
  allowed 1 (+1 per 3 HD) feats.  Therefore, a creature 
  with 2 HD is only allowed 1 feat, a creature with 
  3 HD is allowed two feats, a creature with 6 HD is 
  allowed three feats and so on.  When selecting your 
  man-ape’s feats, keep this in mind.  The average 
  man-ape, as described below, has 6 HD.  It is 
  therefore allowed three feats.  Note:  Although it is 
  up to the Games Master, it is beneﬁ cial for all man-
  apes to take the feat Grapple (Man-ape Combat), 
  as this gives them more options for attacking.  
  Furthermore, as knowing how to properly grapple 
  is necessary for delivering lethal damage while 
  doing so, this feat is a prerequisite for several of the 
  Special Attacks listed in the next section.
  
  30
  30
  Old Feats Still Available as 
  Old Feats Still Available as 
  Options for Man-Apes
  Options for Man-Apes
  Alertness
  Mulitattack (teeth and claws)
  Power Attack
  New Man-Ape Specific Feats
  New Man-Ape Specific Feats
  Eyes of Night
  Eyes of Night
  Because they shy away from light (both natural and 
  magical), man-apes have learned to adapt to utter 
  darkness and can maneuver quite efﬁ ciently in pitch-
  black conditions, such as the dead of night.  This is 
  in addition to the Low-light Vision Special Quality 
  listed on pg. 299 of the Conan Roleplaying Game 
  Core Rulebook (Atlantean Edition).
  Prerequisites:  This Feat is available to all man-
  apes that are not infants.  This Feat is not available 
  to Player Characters or normal human Non-Player 
  Characters.  Although Yahtis are not afraid of light, 
  they still have access to this Feat.
  Beneﬁ ts:  Man-apes receive a +2 to all skill checks 
  performed in absolute darkness.  They also receive 
  no penalty for skill checks performed in very low-
  light conditions (such as torch light).
   
  Grapple �Man-Ape Combat�
  Grapple �Man-Ape Combat�
  This feat represents the man-apes superior grappling 
  ability.
  Prerequisites:  This Feat is available to all man-
  apes that are not infants.  This Feat is not available 
  to Player Characters or normal human Non-Player 
  Characters.
  Beneﬁ ts:  With this feat, a man-ape’s base grapple 
  attack bonus always equals 1D20 + base attack 
  bonus + Strength modiﬁ er + special size modiﬁ er 
  (+0 for subadults, +4 for adults) + 5 (special feat 
  bonus).  Grapple defence equals 1D20 + base attack 
  bonus + strength modiﬁ er + special size modiﬁ er + 5 
  (special feat bonus).  All steps for successful grapple 
  attacks (listed on pg 174, Atlantean Ed.) remain the 
  same, except that man-apes with this feat ignore step 
  one and began at step two when initiating a grapple.  
  Man-apes can initiate a grapple with a successful 
  grapple attack (opposed against an opponent’s 
  grapple defence).  A successful grapple attack also 
  automatically deals 1D4 damage plus strength 
  modiﬁ er and gives man-apes the opportunity to use 
  one of the following Special Attacks listed below: 
  Crush; Rend Limb From Limb; Shatter Bones, Shake 
  the Blood as a Full Attack during the subsequent 
  round after the successful grapple attack.  Man-apes 
  also do not receive a –4 penalty on their grapple 
  checks when attempting to deal lethal damage.  They 
  also do not suffer a –4 penalty on natural weapon 
  (claw) attacks when grappling.  In addition, man-
  apes can Dodge while grappling.  See page 173-175 
  of Atlantean Edition for normal grappling rules.  In 
  addition, this feat is necessary if the Games Master 
  wishes to choose from the following Special Attacks 
  for his/her man-ape: Crush; Rend Limb From Limb; 
  Shatter Bones, Shake the Blood.
  Uncanny Leap
  Uncanny Leap
  Keeping a man-ape from getting into grappling 
  range is the best way for Player Characters to survive 
  encounters with them.  This is incredibly difﬁ cult, 
  however, due to their amazing ability to leap long 
  distances at speed.  An adventurer may be faced 
  with a man-ape that is 20 feet away one second, and 
  the next may be ﬁ ghting for his/her life as the beast 
  leaps into an arm’s length and is attempting to rip 
  limbs from their sockets.
  Prerequisites:  This Feat is available to all man-
  apes that are not infants.  This Feat is not available 
  to Player Characters or normal human Non-Player 
  Characters.  
  Beneﬁ ts:  When attacking an opponent head-on, 
  a man-ape can leap a distance of up to 25 ft from 
  a standing position as a free action.  Man-apes 
  can also leap straight up or down (up to, or down 
  from a tree branch) up to 30 feet even if starting 
  with both feet planted squarely on the ground as 
  a free action.  Furthermore, these creatures can 
  automatically jump this distance (whether the jump 
  is parallel, up, or down), and do not need to roll as 
  is described in the Jump Rules on Page 92 of the 
  Conan Core Rule Book (Atlantean Ed).  Note: to 
  attempt a ‘standing broad jump’ type of leap forward 
  at an opponent that is on the same level as the man-
  ape, an open space between the man-ape and its 
  quarry is necessary.
  Special Attacks, 
  Special Attacks, 
  Abilities and Qualities
  Abilities and Qualities
  All monsters have certain Special Attacks/Qualities, 
  and perhaps even Special Weaknesses.  Man-apes 
  are no exception.  Therefore, in this section you will 
  ﬁ nd both old and new Special Attacks available to 
  Man-apes.  No detail is given on the old Special 
  Attacks, as they can be found in the Conan RPG 
  Core Rulebook (Atlantean Ed).
  Rules for selecting your man-ape’s Special Attacks:  
  The rules in this regard are simple.  Sub-adult man-
  apes (be they black or grey) can have one Special 
  Attack.  The average man-ape (be they black or grey) 
  ‘The mighty arms spread wide as the 
  beast plunged, stupefying quick for all 
  his vast bulk and stunted legs.’
  Iron Shadows in the Moon, 
  Robert E.Howard
  ‘Swiftly the terrible strength of the 
  anthropoid overcame the leverage 
  of braced arm and knee.  Inexorably 
  Conan’s arm bent under the strain; 
  nearer and nearer he was drawn to the 
  slavering jaws that gaped for his life.’
  Iron Shadows in the Moon, 
  Robert E. Howard
  
  3131
  is allowed to have two Special Attacks.  Dominant 
  male man-apes or females protecting an infant (be 
  they black or grey) are allowed to have three Special 
  Attacks.  Note:  The Special Attack Improved Grab 
  listed on Pg 324 of the Conan Roleplaying Game 
  Core Rulebook (Atlantean Ed.) is no longer available 
  to these beasts.  Fear not, however, for this has been 
  replaced by the feat Grapple (Man-ape Combat), 
  described in the feats section.  This new feat allows 
  you greater ﬂ exibility and speciﬁ city in the type of 
  attack you want your man-ape to most commonly 
  use.  Furthermore, that feat is a prerequisite for 
  several Special Attacks listed below.
  Crush �Ex�
  The description of this Special Attack 
  remains unchanged from that located 
  on Pg. 324 of the Conan 
  Roleplaying Game Core 
  Rulebook (Atlantean Ed).
  Prerequisites:  Grapple 
  (Man-ape Combat) feat.
  Beneﬁ ts:  Same as listed in 
  Conan RPG Atlantean Ed.
  Disemboweling 
  Strike �Ex�
  The claws are one of the man-apes 
  most important weapons.  When 
  hunting, man-apes use them to 
  quickly incapacitate prey.  They 
  are also very effective melee 
  weapons.  When attacking 
  an armed individual, 
  most man-apes will use a 
  combination of their claws 
  and dexterity to get close 
  enough to the individual 
  for grappling (where they are very 
  formidable, indeed).  When using 
  their claws, man-apes will often aim for the throat 
  or stomach of their opponent, and have the ability to 
  cause serious damage in one swipe.
  Beneﬁ ts:  If a man-ape succeeds in delivering a 
  critical strike with its claws, rather than following 
  the normal damage multiplier, roll 1 D20.  On a 
  roll of 20, the man-ape disembowels the opponent.  
  If not wearing metal armour, his/her hit points are 
  automatically reduced to zero and they are Disabled 
  (pg. 163, Conan RPG Atlantean Ed.)  Furthermore, 
  he/she looses an additional one point/round until 
  healed or dead.  NOTE: if the opponent makes a 
  successful Fortitude saving throw (DC 17) their hit 
  points are halved rather than reduced to zero.  The 
  additional damage per round still applies, however.  
  Spending of a Fate point can reverse the effects of 
  a disembowelling strike whether wearing armour or 
  not.
  From Which Way Does He 
  Come?  �Ex�
  Man-apes are masters of stealth and ambush.  They 
  use this tactic while hunting and are deadly efﬁ cient. 
  Beneﬁ ts: Man-apes gain a +4 on all Hide and Move 
  Silently skill checks when ambushing prey.  If 
  successful, the target being ambushed is Surprised 
  (pg 152, Conan RPG, Atlantean Ed.).  Man-apes also 
  gain a +2 to their initiative rolls when engaging in 
  combat in familiar territory.
  Note:  a successful Spot check (opposed vs. the 
  man-apes Hide or Move Silently skill checks) means 
  that the attacked individual is not Surprised.
  Low-light Vision
  The description of this Special Ability is unchanged 
  from that on pg. 299 of the Conan Roleplaying 
  Game Core Rulebook (Atlantean Ed).
  Rend Limb From Limb �Ex�
  Man-apes possess amazing strength.  When engaged 
  in close-quarters grappling, man-apes can utilise 
  this strength to literally rip opponent’s arms and legs 
  from their joints, and even twist off their heads.  The 
  results of such attacks can leave a would-be attacker 
  maimed or dead.
  Prerequisites:  Grapple (Man-ape Combat) feat
  Beneﬁ ts:  If a man-ape attempts to grapple with an 
  opponent, and successfully rolls a grapple attack 
  that exceeds the opponents grapple defense by 5, as 
  a full attack the round after the successful grapple 
  attack, he can choose to grab one of the victim’s 
  limbs and gain the leverage necessary to maim him/
  her.  Next, 1 D20 is rolled and the following chart 
  is used to determine the result of the attack.  Note: 
  the individual being attacked can attempt a Reﬂ ex 
  saving throw (DC 20).  If successful, the result of 
  the roll to determine the outcome of the man-ape’s 
  
  3232
  grapple attack (on the table below) is reduced by 2.  
  In addition, spending a Fate point can reverse the 
  effects of a 19 or 20 roll on this table.
  Roll
  Roll
  Result
  Result
  1-10
  Nothing
  11-16
  Opponent receives an additional two 
  points of damage
  17-18
  Opponent receives an additional ﬁ ve 
  points of damage
  19
  Opponent’s weapon arm is popped out 
  of joint.  He/she cannot wield their 
  weapon (even if it requires two hands) 
  unless healed with the Heal Bone, 
  Joint and Ligament Damage use of 
  the Heal skill (see below).  The pain 
  is unbearable and he/she is at –5 to 
  all skill, saving throws, and attribute 
  checks until healed.  Furthermore, 
  he/she receives 5 points of damage and 
  an additional point per round until the 
  damage is healed.  
  20
  The opponent’s head is twisted 180 
  degrees in the wrong direction by 
  the man-ape.  Dies instantly with a 
  horrifying look on his/her face.  
    
  Scent �Ex�
  The description of this Special Ability is unchanged 
  from that on pg. 299 of the Conan Roleplaying 
  Game Core Rulebook (Atlantean Ed).
  Shatter Bones, Shake the Blood (Ex)
  If a successful Grapple (Man-ape Combat) attack 
  occurs, man-apes have the option, as a full attack 
  the round after the successful grapple attack, of 
  slamming their opponent against an object or the 
  ground (if applicable).  This object can be a rock, a 
  tree, a piece of furniture, and so on depending on 
  where the combat is taking place.  The man-ape can 
  also use this Special Attack to throw an opponent 
  (10-15 ft, regardless of weight) in any direction, 
  rather than slamming him/her into an object or the 
  ground.
  Prerequisites:  Grapple (Man-ape Combat) feat  
  Beneﬁ ts:  All such slamming or throwing attacks 
  automatically deal four points of damage.  The 
  amount of additional damage dealt by the attack, 
  depends on the type of object that the victim is being 
  slammed into or thrown onto.  Note: a successful 
  Reﬂ ex saving throw by the attacked individual (DC 
  of 17), means that the individual has wriggled free 
  and the attack is negated.
  Object Slammed 
  Object Slammed 
  Into
  Into
  Additional Damage
  Additional Damage
  Water (pond, lake, 
  pool)
  None
  Soft Ground 
  (loamy, sandy, 
  swampy)
  1 point
  Hard Ground (rock, 
  compact dirt)
  3 points
  Furniture (table, 
  chair)
  2 points (note: the slam 
  attack obliterates the 
  object, creating pieces too 
  small to cause shrapnel 
  damage)
  Large Metal Object 
  (metal door)
  3 points 
  Large Tree Trunk
  2 points
  Large Stone Object 
  (cliff face)
  2 points
  Special Weakness
  ‘’His kind are creatures of darkness and the 
  silent places, haters of the sun and moon.’’
  -Conan, Iron Shadows in the Moon, 
  Robert E. Howard
  Shun the Light: Because they are more at home in 
  complete darkness, man-apes do not adjust well to 
  light (both natural and artiﬁ cial).  They fear even 
  ﬁ re, and may ﬂ ee from it.  Thus, most man-apes 
  presented with ﬁ re must make a successful Will 
  saving throw following the rules listed for The 
  Terror of the Unknown on pg. 313 of the Conan 
  Roleplaying Game Core Rulebook (Atlantean Ed.), 
  with the following exception: the DC for this roll 
  is determined on the table listed below.  When 
  determining the effects and results of this roll, 
  alpha male man-apes are considered 3rd level, while 
  all other man-apes are considered 1st or 2nd level.  
  These effects, however, are not felt in deep jungles, 
  whether it is day or night, but will take hold if the 
  man-ape happens to wander (or be coaxed) into an 
  area where direct sunlight penetrates the canopy of 
  trees (treat as Dappled Daylight on the table below).
  Note: Yahtis are more frequently witnessed in lighter 
  conditions and are not affected by this Special 
  Weakness.
    
  Type of Light
  Type of Light
  DC for Man-ape 
  DC for Man-ape 
  Will Saving Throw
  Will Saving Throw
  Broad Daylight
  25
  Dappled Daylight
  20
  Magical Fire (Flame 
  Powder, Acheronian 
  Demon-Fire, Kothic 
  Demon-Fire)
  15
  Bonﬁ re 
  15
  Torchlight
  10
  
  33
  33
  Types of Man-
  Apes that May be 
  Encountered
  Sub-adult Man-Apes
  Sub-adult Man-Apes
  �Black or Grey Variety�
  �Black or Grey Variety�
  Sub-adult man-apes are individuals that are no 
  longer dependent on their mothers, but have not 
  yet reached sexual maturity.  They look similar to 
  adults, only smaller.  These individuals are rarely 
  encountered outside of their family group, although 
  anything is possible.
  Medium Monstrous Humanoid
  Hit Dice: 4d8 +10 (25 hp)
  Initiative: +5 (+2 Dex, +3 Reﬂ ex, also see From 
  Which Way Does He Come?  Special Attack 
  Modiﬁ ers when appropriate)
  Speed: 30 ft (6 squares) climb 30 ft.
  Dodge Defence: 16 (-0 size, +2 Dex, +4 natural)
  DR: 3 (6 against bludgeoning weapons due to their 
  robust skeletons)
  Base Attack/Grapple: +3/ (base grapple attack 
  varies depending on feat selection)
  Attack: Claw + 6 melee (1d8+6)
  Full Attack: 2 Claws (primary weapon) +6 melee 
  (1d8+6) and bite (secondary weapon) +5 melee 
  (1d10+3), or Special Attack option
  Space/Reach: 10 ft/ 10 ft (but see Uncanny Leap 
  Feat)
  Special Attacks: Variable depending on Games 
  Master’s choice.  Two can be chosen.
  Special Weaknesses: Shun The Light
  Saves: Fort +7, Ref +7, Will +3
  Abilities: Str 20 (+5), Dex 15 (+2), Con 14 (+2), Int 
  5 (-3), Wis 12 (+1), Cha 7 (-2) 
  Skills: Climb +12, Listen +5, Move Silently +4, 
  Spot +5, Perform (mimic) +7, Search +2 
  Feats: Variable depending on Games Master’s 
  choice.  Two can be chosen.
  Advancement: 5 HD (Large)
  Average Man-Ape
  Average Man-Ape
  �Subordinate 
  �Subordinate 
  Individual, Black or 
  Individual, Black or 
  Grey Variety, 
  Grey Variety, 
  including 
  including 
  Yahtis�
  Yahtis�
  These individuals are non-dominant 
  adults, and are an example of what 
  is most likely to be encountered 
  by adventurers.  Furthermore, any 
  captive individuals, be they the 
  property of scholars or sorcerers 
  (the purpose of which is probably 
  dastardly), fall into this category.
  Large Monstrous Humanoid
  Hit Dice:  6D8+12 (39 hp)
  Initiative:  +8 (+3 Dex, +5 Reﬂ ex, 
  also see From Which Way Does He 
  Come?  Special Attack Modiﬁ ers 
  when appropriate)
  Speed:  30 ft (6 squares) climb 30 
  ft.
  Dodge Defence:  16 (-1 size, +3 
  Dex, +4 natural)
  DR:  5 (10 against bludgeoning 
  weapons due to their robust 
  skeletons)
  Base Attack/Grapple:  +5/ (base 
  grapple attack varies depending on 
  feat selection)
  Attack:  Claw +9 melee (1d8+6)
  Full Attack:  2 Claws (primary 
  weapon) +9 melee (1d8+6) and bite (secondary 
  weapon) +8 melee (1d10+3), or Special Attack 
  option
  Space/Reach:  10 ft/ 10 ft (but see Uncanny Leap 
  Feat)
  Special Attacks:  Variable depending on Games 
  Master’s choice.  Two can be chosen.
  Special Qualities/Weaknesses:  Shun The Light
  Saves:  Fort +7, Ref +5, Will +3
  Abilities:  Str 20 (+5), Dex 17 (+3), Con 17 (+3), Int 
  7 (-2), Wis 14 (+2), Cha 7 (-2) 
  Skills:  Climb +12, Listen +5, Move Silently +8, 
  Spot +5, Perform (mimic) +7, Search +2 
  ‘’Some would call him an ape, but he 
  is almost as different from a real ape as 
  he is different from a real man.’’
  Rogues in the House, Robert E. Howard
  
  34
  34
  Feats:  Variable depending on Games Master’s 
  choice.  Two can be chosen.
  Advancement:  7 - 8 HD (Large)
  Alpha Male Man-Ape 
  Alpha Male Man-Ape 
  or Any Female 
  or Any Female 
  with Infant
  with Infant
  �Black Variety�
  �Black Variety�
  These individuals represent large alpha 
  males or females during the breeding season.  
  Alpha males are larger and more dominant 
  than average males.  They have proven 
  themselves superior to their contemporaries 
  and their statistics reﬂ ect this.  Females with 
  infants are protecting their young and, thus, 
  more aggressive and formidable than they 
  are under normal conditions.  These types of 
  black man-apes are slightly more dexterous 
  (and slightly less powerful), than their grey 
  cousins.
  Large Monstrous Humanoid
  Hit Dice:  9D8+12 (60 hp)
  Initiative:  +10 (+5 Dex, +5 Reﬂ ex, also see 
  From Which Way Does He Come?  Special 
  Attack Modiﬁ ers when appropriate)
  Speed:  30 ft (6 squares) climb 30 ft.
  Dodge Defence:  18 (-1 size, +5 Dex, +4 
  natural)
  DR:  5 (10 against bludgeoning weapons due 
  to their robust skeletons)
  Base Attack/Grapple:  +6/ (base grapple 
  attack varies depending on feat selection)
  Attack:  Claw +10 melee (1d8+6)
  Full Attack:  2 Claws (primary weapon) +10 
  melee (1d8+6) and bite (secondary weapon) 
  +9 melee (1d10+3), or Special Attack option
  Space/Reach:  10 ft/ 10 ft (but see Uncanny 
  Leap Feat)
  Special Attacks:  Variable depending on 
  Games Master’s choice.  Three can be 
  chosen.
  Special Qualities/Weaknesses:  Shun The Light
  Saves:  Fort +7, Ref +7, Will +3
  Abilities:  Str 21 (+5), Dex 20 (+5), Con 17 (+3), Int 
  7 (-2), Wis 14 (+2), Cha 7 (-2) 
  Skills:  Climb +12, Listen +5, Move Silently +8, 
  Spot +5, Perform (mimic) +7, Search +2 
  Feats:  Variable depending on Games Master’s 
  choice.  Three can be chosen.
  Advancement:  9 - 10 HD (Large)
  Alpha Male Man-Ape 
  Alpha Male Man-Ape 
  or Any Female 
  or Any Female 
  with Infant
  with Infant
  �Grey Variety, 
  �Grey Variety, 
  including 
  including 
  Yahtis�
  Yahtis�
  These individuals represent large 
  alpha males or females during the 
  breeding season.  Alpha males 
  are larger and more dominant 
  than average males.  They have 
  proven themselves superior to 
  their contemporaries and their 
  statistics reﬂ ect this.  Females with 
  infants are protecting their young 
  and, thus, more aggressive and 
  formidable than they are under 
  normal conditions.  These types of 
  grey man-apes are slightly stronger 
  (and slightly less dexterous) than 
  their black cousins.
  Large Monstrous Humanoid
  Hit Dice:  9D8+12 (68 hp)
  Initiative:  +10 (+5 Dex, +5 
  Reﬂ ex, also see From Which Way 
  Does He Come?  Special Attack 
  Modiﬁ ers when appropriate)
  Speed:  30 ft (6 squares) climb 30 
  ft.
  Dodge Defence:  17 (-1 size, +4 
  Dex, +4 natural)
  DR:  5 (10 against bludgeoning 
  weapons due to their robust 
  skeletons)
  Base Attack/Grapple:  +6/ (base 
  
  35
  35
  grapple attack varies depending on feat selection)
  Attack:  Claw +11 melee (1d8+6)
  Full Attack:  2 Claws (primary weapon) +11 melee 
  (1d8+6) and bite (secondary weapon) +9 melee 
  (1d10+3), or Special Attack option
  Space/Reach:  10 ft/ 10 ft (but see Uncanny Leap 
  Feat)
  Special Attacks:  Variable depending on Games 
  Master’s choice.  Three can be chosen.
  Special Qualities/Weaknesses:  Shun The Light*
  Saves:  Fort +7, Ref +7, Will +3
  Abilities:  Str 22 (+6), Dex 19 (+4), Con 17 (+3), Int 
  7 (-2), Wis 14 (+2), Cha 7 (-2) 
  Skills:  Climb +17, Listen +5, Move Silently +8, 
  Spot +5, Perform (mimic) +7, Search +2 
  Feats:  Variable depending on Games Master’s 
  choice.  Three can be chosen.
  Advancement:  9 - 10 HD (Large)
  * This Special Weakness does not affect Yahtis
  New Use of the 
  New Use of the 
  Heal Skill for Player 
  Heal Skill for Player 
  Characters
  Characters
  Heal Bone, Joint and Ligament Damage:  Below is a 
  table that lists the average DCs associated with 
  Heal Skill checks for repairing bone, joint 
  and ligament damage that may occur during 
  a man-ape encounter.  A Heal skill check 
  can be attempted multiple times as long as 
  the ‘healer’ is calm and not being rushed, 
  although the effects are not cumulative (in 
  other words, either it is successful once 
  or is not).  If being rushed, it can only be 
  attempted once.  Note: if this damage is left 
  un-repaired, the victim will either die of hit 
  point loss, or (if hit point loss is negated 
  and a second roll is not made to heal the 
  dislocated/broken limb), will be at a severe 
  disadvantage.  Any severe damage to the 
  legs (broken bones, dislocated knee, and 
  so on.) that is not healed as stated below 
  will leave the recipient of said damage 
  largely immobile.  Their Speed is reduced to 
  1 ft. and any form of prolonged movement 
  (even walking) causes them to loose 1 hp per 
  round.  Severe damage to the arms that goes 
  untreated is no less of an inconvenience.  
  If the damaged limb is their dominant 
  (weapon) arm, for the ﬁ rst week they will be 
  at –30 to any weapon related skill rolls, or 
  strength related rolls that require two hands 
  until the damage is healed.  Whether the 
  arm is the dominant one or not (or the Player 
  Character is ambidextrous), he will be at –20 to 
  all skill and attribute related rolls until the damage is 
  healed.  Any strenuous exertion of the damaged limb 
  will result in the loss of 2 hp per round.
  Damage Being 
  Damage Being 
  Healed
  Healed
  DC for Successful Heal 
  DC for Successful Heal 
  Skill Check
  Skill Check
  The per round 
  damage being 
  received due to 
  such wounds is 
  negated
  10
  Set a dislocated 
  arm or leg so 
  it may heal 
  properly
  15 
  (Limb cannot be used for 1 
  week; after one week it can 
  be used at –10 to all skill 
  or attribute rolls involving 
  it; after two weeks it can 
  be used at –5, and after 
  three weeks the damage is 
  completely healed).
  Set and splint a 
  broken arm or 
  leg so it may heal 
  properly
  20 
  (Limb cannot be used for 1 
  week; after one week it can 
  be used at –10 to all skill 
  or attribute rolls involving 
  it; after two weeks it can 
  be used at –5, and after 
  three weeks the damage is 
  completely healed).
  Acknowledgements
  Early drafts of this chapter were reviewed by 
  Michael Gillis, Paul Christopher and Vincent 
  Darlage.
  
SOURCE: textdata/thevault/Deduped  Shit/3rd Party/Conan Creatures of the Hyborian Age Part II.pdf