Antelope? Really?
Yup.
When I was working on RCFG, I wanted a lot of normal animal types to be represented, so I did a fair bit of research on animals modern and prehistoric, including the material presented herein.
This entry represents a number of related animals, including both true antelopes and animals that are similar enough (such as the giraffe) to be described in the same basic listing.
Antelopes of various types are very common prey to large predators, and may also be hunted by humanoids. Antelope all have horns of some sort, and most can deliver a potent butt or kick. The pelts of many antelope are valuable, as indicated below.
Yup.
When I was working on RCFG, I wanted a lot of normal animal types to be represented, so I did a fair bit of research on animals modern and prehistoric, including the material presented herein.
This entry represents a number of related animals, including both true antelopes and animals that are similar enough (such as the giraffe) to be described in the same basic listing.
Antelopes of various types are very common prey to large predators, and may also be hunted by humanoids. Antelope all have horns of some sort, and most can deliver a potent butt or kick. The pelts of many antelope are valuable, as indicated below.
This entry gives details of fourteen
types of antelope and similar creatures.
The Judge is encouraged to invent species of fantastic antelope from these
examples. Antelope often travel in mixed
herds, sometimes including unrelated species, such as zebras.
All of the creatures in this post are hereby considered OGC, with the copyright information "Varieties of Antelope by Daniel J. Bishop, Raven Crowking's Nest (c) 2014." to be included in Section 15 of the OGL.
All of the creatures in this post are hereby considered OGC, with the copyright information "Varieties of Antelope by Daniel J. Bishop, Raven Crowking's Nest (c) 2014." to be included in Section 15 of the OGL.
Antelope, Average: Init +7; Atk butt +1 melee (2d3); AC 16; HD 2d6; MV 70'; Act 1d20; SV Fort –2, Ref +10, Will –4; AL N.
A bongo
is an African forest antelope that is mostly nocturnal. Both genders have curved horns. Their coat ranges from auburn to mahogany
with ten to fifteen thin white-yellow stripes.
The reddish pigment comes off very easily. A bongo’s coat is worth 1d4 x 10 sp. They stand approximately 3 feet high at the
shoulder and weigh up to 890 lbs.
Bongo: Init +6; Atk butt +2 melee (2d4) or kick +1 melee (2d3); AC 14; HD 3d8; MV 60'; Act 1d20; SP low-light vision; SV Fort +0, Ref +8, Will –4; AL N.
A dik-dik
is a very small African antelope with short horns. It is named for the sound it makes when
startled. They are found in both forest
and plains, preferring locations where there is enough foliage to hide in. They are 1 to 1 ½ feet in height and weight
from 6 to 15 lbs.
Dik-dik: Init +8; Atk butt –2 melee (1d3); AC 16; HD 2 hp; MV 60'; Act 1d20; SV Fort –4, Ref +10, Will –6; AL N.
An eland
is a large antelope native to the African savannah. Its meat and milk are especially nutritious,
making the animal worth 2d4 x 5 sp for its meat value, or 2d6 x 5 sp
alive. Eland can be ranched successfully
for milk and meat. They stand up to 6
feet high at the shoulder and can weigh up to 2,200 lbs. Female elands will band together to protect
their calves.
Eland: Init +5; Atk butt +2 melee (2d6) or kick +3 melee (2d3); AC 14; HD 4d8; MV 70'; Act 1d20; SV Fort +2, Ref +8, Will –4; AL N.
Gazelle: Init +9; Atk butt +1 melee (2d3) or kick +0 melee (1d3); AC 16; HD 1d6; MV 80'; Act 1d20; SV Fort –4, Ref +12, Will –6; AL N.
The giraffe
is not actually an antelope, but is often found travelling with herds of
antelope and zebras. Giraffes are known
for their height – with their long legs and necks, giraffes can reach almost 20
feet in height, with most ranging between 9 and 15 feet high. Even a newborn giraffe is over six feet
tall. Adults weigh up to 2 tons. Although they do not butt, they can give an
extremely powerful kick or slap larger opponents with their necks. Their skins can
be sold for 2d6 x 10 sp. Giraffes are sometimes called “camelopards”.
Giraffe: Init +5; Atk kick +4 melee (2d10) or neck slap +2 melee (2d5); AC 14; HD 6d8+6; MV 70'; Act 1d20; SV Fort +0, Ref +6, Will –2; AL N.
Impalas are small, swift African antelopes.
The males have impressive curved and spiralling horns that are
themselves worth 1d6 x 10 sp per pair. They
can be up to 5 feet long, weighing from 88 to 145 lbs.
Impala: Init +6; Atk butt +1 melee (2d3); AC 16; HD 1d8; MV 80'; Act 1d20; SV Fort –2, Ref +12, Will –4; AL N.
A kudu
is a large African antelope. The males
have thick, spiralling horns, valued at 1d6 x 10 sp each. Kudu horns are sometimes turned into musical
instruments. A kudu hide is worth 1d4 x
10 sp. Males may be over 8 feet long,
and weigh up to 690 lbs.
Kudu: Init +6; Atk butt +2 melee (2d5) or kick +1 melee (2d3); AC 14; HD 4d8+4; MV 60'; Act 1d20; SV Fort +2, Ref +6, Will –4; AL N.
Nilgai
(singular and plural) are large, ox-like creatures
related to antelope. On Earth, they are
found in India and Pakistan. The females
have yellowish-brown coats, with the males becoming darker grey-blue with
maturity. Adults can be between 6 and 7
feet long, and weigh up to 660 lbs.
Their horns are short, and have no particular value.
Nilgai: Init +2; Atk butt +1 melee (2d3) or kick +1 melee (1d4); AC 14; HD 4d8+8; MV 40'; SV Fort +4, Ref +2, Will –2; AL N.
Oryx
are large antelope with sweeping, scimitar-like
horns, native to Africa. They are found
in arid regions, where they are active mainly at night and in early morning. Their horns are valued at 1d4 x 10 sp each. They can be up to 7 feet long, and weigh up
to 460 lbs.
Oryx: Init +6; Atk butt +2 melee (2d5) or kick +0 melee (2d3); AC 16; HD 3d8; MV 60'; Act 1d20; SP low-light vision; SV Fort +0, Ref +6, Will –4; AL N.
The pronghorn
antelope isn’t a true antelope, but is an antelope-like animal native to
North America. They are also known as
“Prairie Ghosts”. A pronghorn can be up
to 5 feet long, and weigh up to 155 lbs.
Pronghorn Antelope: Init +8; Atk butt +0 melee (2d4) or kick +0 melee (1d4); AC 16; HD 2d6; MV 80'; Act 1d20; SV Fort –4, Ref +10, Will –4; AL N.
Reeboks, waterbucks, and similar antelope live in wet areas of Africa,
seldom straying far from water. When
threatened, these antelope can submerge themselves with just their nostrils
showing, and this is a common tactic when a morale check is failed. They are from 4¼ to 7¾ feet long, and weigh
from 110 to 660 lbs.
Reebok: Init +6; Atk butt +1 melee (2d4) or kick +0 melee (1d3); AC 16; HD 2d8; MV 60'; Act 1d20; SP submerge; SV Fort –2, Ref +6, Will –4; AL N.
Riding
Bukkas are large antelope with bluish-grey coats
striped with black. Their long horns
curl and spiral backwards. Bukkas are
tamed and used as riding beasts. Because
of their low morale, they do not make suitable war mounts – even extensive
training cannot generally raise their Will save higher than +0. A riding bukka is worth 45 gp as a
mount. War mount training increases this
to 75 gp. A riding bukka stands up to 5
feet high at the shoulder and weighs up to 2,000 lbs.
Riding Bukka: Init +6; Atk butt +2 melee (2d5) or kick +0 melee (2d3); AC 16; HD 4d8+4; MV 60'; Act 1d20; SV Fort +3, Refl +6, Will –4; AL N.
The sable
antelope is a large antelope with a horse-like build and long horns. They are up to 8¾ feet long, and weigh up to
660 lbs. Their pelts are worth 1d6 x 10
gp, and their horns worth 1d2 x 10 sp each.
Sable Antelope: Init +7; Atk butt +3 melee (2d6) or kick +1 melee (2d4); AC 16; HD 4d8+4; MV 70'; Act 1d20; SV Fort +2, Ref +8, Will –4; AL N.
Wildebeest, or gnus, are large antelopes with an ungainly (but powerful) build. A herd of wildebeest can trample a creature
for 1d6 points of damage per wildebeest that passes the area (Ref DC 15 for half). Wildebeest herds can be as large as 1,000
head (1d10 x 100 individuals). Usually,
only 1d10% of the wildebeest in a herd can actually trample any given
individual creature, but even 1% of 1,000 head is 10d6 damage! Cornered wildebeest are not afraid to attack opponents; they gain a +8 bonus to Will saves for morale checks when cornered.
Wildebeest: Init +6; Atk butt +4 melee (2d6+2) or kick +2 melee (1d6+2); AC 16; HD 5d8+15; MV 60'; SP trample, bonus to morale when cornered; SV Fort +6, Refl +4, Will –4; AL N.
Antelope of all types generally flee
from aggressive creatures, counting on agility, speed, and numbers to overcome
predators. Some antelope are more aggressive, and
may attempt to butt. Kicks are usually reserved for predators (or characters) approaching from behind, while continuing to flee. Wildebeest, as
noted, may trample.
The Judge should check individual descriptions, above, for special tactics that a specific type of antelope may use. Antelope are skittish, and their high Initiative bonuses and low Will saves reflect a tendency to flee with the smallest provocation.
Conclusion
Part of Appendix N literature is given over to the strangest of beings - creatures of magic or super-science. Yet, another part of Appendix N includes Solomon Kane or Tarzan traversing Africa, encountering normal animals as well as the bizarre. Even Conan encountered lions as well as man-apes.
Creating creatures for use of your campaign milieu (and adventures!) is also fun. Variations of creatures add to the detail of the game world, and are good practice for envisioning monsters (etc.) within the context of the game system you are using.
Also...Safari! While we would not go out to hunt animals for their horns and hides in the real world (one would hope), this is fair game (pun!) in a fantasy world lacking modern ecological concerns. It is also an opportunity to provide adventure hooks, such as elephant graveyards, lost cities, lost worlds teeming with dinosaurs (such as Maple White Land in Sir Conan Arthur Doyle's The Lost World), etc. King Solomon's Mines beckon!
The Judge should check individual descriptions, above, for special tactics that a specific type of antelope may use. Antelope are skittish, and their high Initiative bonuses and low Will saves reflect a tendency to flee with the smallest provocation.
Conclusion
Part of Appendix N literature is given over to the strangest of beings - creatures of magic or super-science. Yet, another part of Appendix N includes Solomon Kane or Tarzan traversing Africa, encountering normal animals as well as the bizarre. Even Conan encountered lions as well as man-apes.
Creating creatures for use of your campaign milieu (and adventures!) is also fun. Variations of creatures add to the detail of the game world, and are good practice for envisioning monsters (etc.) within the context of the game system you are using.
Also...Safari! While we would not go out to hunt animals for their horns and hides in the real world (one would hope), this is fair game (pun!) in a fantasy world lacking modern ecological concerns. It is also an opportunity to provide adventure hooks, such as elephant graveyards, lost cities, lost worlds teeming with dinosaurs (such as Maple White Land in Sir Conan Arthur Doyle's The Lost World), etc. King Solomon's Mines beckon!
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