INTV….... +2
ATTK….. +4 / four paws
DMGE……. d8
AC…….…. 5
[15]
HD…….… 6d8
Fort..….... +6
Will………. +4
Move…….. 12”
Incredibly strong, the white ape is
“hairless except for an enormous shock of bristly hair upon its head . . . The thing which more resembled our earthly men than it did the Martians I had seen, held me pinioned to the ground with one foot, while it jabbered and gesticulated at some answering creature behind me. The other, which was evidently its mate, soon came toward us, bearing a mighty stone cudgel with which it evidently intended to brain me. . .
The creatures were about ten to fifteen feet tall, standing erect, and had like the green Martian, an intermediary set of arms or legs, midway between the upper and lower limbs. Their eyes were close together and non-protruding; their ears were high set, but more laterally located than those of the Martians, while their snouts and teeth were striking like those of our African gorilla.” (PM,V - VI)
White apes are accomplished hunters that are skilled at climbing and infiltration. Stalking the sun-bleached ancient cities of the dead sea bottoms, by day or night, they are encountered alone or in pairs and are the only monster upon Barsoom that can arouse fear in the hearts of the green Martian. White ape herds are also found in the forests of the Valley Dor. They are cunning adversaries and will retreat if an opponent is too well armed or too numerous.
White apes are a primitive species that neither build shelters nor make fires, but they do have a rudimentary language. They use crude tools, but are incapable of using almost all human weapons that they find; although they may defer their paw attacks and wield a cudgel at +8 to hit, inflicting 3d6 damage. There are rare isolated tribes of white apes that have reached TL I in development.
They usually do not accumulate possessions that would be valuable to people; but often the discarded weapons and equipment of their prey are found when encountered in their lair (1 in 6 chance). The typical white ape lair contains d12 coins, d6 daggers, d4 short-swords, and one useful small item such as a compass or a watch. One percent of the weapons found will be enchanted or magical and a white ape lair will always contain one master work weapon (mtwk =10 x cost, +1 to hit, no damage bonus) of a type selected by the GM.
Daring performers have used these monsters to entertain audiences, but white apes are incapable of full domestication and are always dangerous.
You can obtain these excellent WHITE APE miniatures @ BronzeAgeMin.com
IMAGE FROMS Dynamite Comics & Frank Cho
: )
ReplyDeleteAnd just in time for Simian Saturday!
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