TEXT: 1 
   
    
   
  A study by Bob Brinkman 
  Presented by https://knightsinthenorth 
   
   
  
  2 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means 
  the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, 
  and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be used 
  under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using 
  this License. 
  3. Offer and Acceptance: By Using the Open Game Content you indicate your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant you a perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If you are contributing original material as Open Game Content, you represent that your Contributions 
  are your original creation, and/or you have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game 
  Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless you have written 
  permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for you to comply with any of the terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then you may not use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if you fail to comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
  enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material 
  by E. Gary Gygax and Dave Arneson. 
   
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, Visit www.goodman-games.com or contact info@ goodman-games.com.  
   
  A Field Guide to Man-Apes © 2018, Sanctum Media and the individual artists 
   
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. 
  Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit www.goodman-
  games.com or contact info@goodman-games.com. 
   
  Cover – Bigfoot vs. Gator by Ricky Espejo – Creative Commons Attribution-No Derivative Works 3.0 License 
  Introduction - Pie Grande by Le Cire is in the Public Domain 
  Cannibal Ape – Wendigo by Luke Furlong – Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.  
  Dogmen – Bunyip by Asanbonsam – Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Forest Devil – Spiketooth by Asanbonsam – Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Grassmen – Oni by Asanbonsam – Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Nandi Bear – Sasquatch vs. Lion by Steve Miller – Creative Commons Attribution- Noncommercial 4.0 License  
  Skunk Ape – Bigfoot vs. Gator by Ricky Espejo – Creative Commons Attribution-No Derivative Works 3.0 License 
  Wildman – Leshy by Asanbonsam – Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. 
  Yeti – Yeti by CDMalcolm – Creative Commons Attribution 3.0 License.  
   
   
   
   
   
  
  3 
   
  Introduction 
   
   
  Bigfoot, the Abominable Snowman, Sasquatch…these names refer to things seldom seen 
  and often feared. Their forms and colorations are as varied as the names used to describe them. 
  Giant creatures that often live in isolated wilderness, but sometimes come into conflict with 
  civilization. Even when in contact they are often described with a timidity that belies creatures of 
  their size and strength, but woe to the person who corners such a beast for they are also capable 
  of a primal ferocity that can shake the earth. 
   
  Despite these creatures being a phenomenon the world over, they seldom crop up in 
  conjunction with gaming. This is a real shame. The complex tapestry of legends, folklore, and 
  tall tales that is easily available on the subject can easily be mined for rich details. They also 
  represent something easily identifiable by the players in the general sense, while still being 
  unknown in the specific sense. 
   
  Players who dismiss the Lightning Man as “just a bigfoot” are likely in for a rude 
  surprise. 
   
  Over 150 varieties of man-ape have been catalogued, far too extensive a list to fully detail 
  here. With that said, I hope that the small number of them detailed herein might kindle the 
  judge’s imagination with designs both dark and devious. 
   
   
   
  
  4 
   
  CANNIBAL APE 
       “When the eight men met with the "bandits" they were totally 
  unprepared for what greeted them. The clearing behind the inital tree 
  cover was actually a large, earthen mound. Strewn about the mound were 
  numerous corpses of human children in varying stages of decay. Most of 
  the bandits had fled, but three really large, hairy ape-like creatures 
  remained at the mound. Captain Josh drew his sabre and with pistol in 
  hand, sabre in the other, charged the huge monsters. 
       The nearest monster killed Captain LeFlore's horse with one blow of 
  its massive hand. The monster never flinched as Captain LeFlore poured 
  bullets from his Patterson's Colt revolver into the beasts chest. After 
  emptying the revolver into the monster, Captain Joshua continued to 
  press the attack with his sabre. Many times did the sabre meet with the 
  brute's flesh and many times did blood spew from the gaping wounds on 
  the beasts body. So quickly did this engagement take place that the Tubbee 
  men had barely enough time to take aim at the three monsters before one 
  of the beasts flanked the Captain and literally tore off Captain LeFlore's 
  head.” 
  Dr. Tuklo Nashoba - 1855 
   
  Not merely man-apes, the so-called “cannibal ape” is an un-dead horror born of starvation and icy cold. 
  Humans, lost, hungry, and freezing find that there last moments of life are wracked with additional agonies 
  as their bodies grow and mutate, growing fur to shelter themselves and claws with which to hunt. Reaching 
  20’, these dingy-furred horrors are immensely powerful and insatiably hungry.  
   
  In a remote area this hunger is temporarily satiated with a diet of roots and small prey animals. However, 
  when a creature such as this encounters civilization its strange, bestial cunning awakens, and tragedy 
  follows in its wake. A single cannibal ape will begin preying on farms, feeding on crops and livestock, 
  waiting for others of its kind to arrive. The greater their numbers, the bolder these twisted un-dead become. 
  Until, finally, they attack in mass. 
   
  Cannibal Ape: Init -1; Atk claw +3 melee (4d6+8); AC 9; HD 10d12; MV 20’; Act 2d24; SP beckoning, 
  corrupted vermin, hungry eyes, un-dead; SV Fort +4, Ref -2, Will +0; AL C. Crit d16/U 
   
  Beckoning: Whatever dark god cursed the souls of these creatures to forever hunger and feed has also given 
  them the power to call to one another over great distances. This power calls to every cannibal ape in a 100 
  mile radius, who will make their way on foot and arrive over the following 4 days. The greater their numbers 
  become the more aggressive they become. It is said that some ghost towns weren’t abandoned, but 
  slaughtered, by massive gatherings of cannibal apes. 
   
  Corrupted vermin: The long, hanging fur of cannibal apes is infested with fleas, ticks, and other minute 
  vermin. Foes physically striking the un-dead man-ape must succeed at a DC 14 Reflex save or become 
  infested with the stinging, un-dead vermin (suffering 1 point of damage per round until successfully cured 
  of disease). 
   
  Hungry eyes: Once per round, as an action, a cannibal ape may gaze upon the inner essence of a foe and 
  begin to draw it into themselves to sate their hunger. Target must succeed at a DC18 Fort save or lose a 
  permanent point of Luck. 
   
   
   
  
  5 
   
  DOGMEN 
       “Fear gripped Robert Fortney as he shot and killed 
  one of five dogs that lunged at him on the banks of the 
  Muskegon River in 1938. But fear escalated to cold terror 
  as the only dog that didn’t run off reared up on its hind 
  legs and stared at Fortney with slanted, evil eyes and the 
  hint of a grin.” 
  Traverse City Michigan Record Eagle - 1987 
   
  Similar in appearance to a bigfoot, but more “savage”, 
  adult dogmen tower over most man-apes ranging from 10′ 
  to 15′ tall. Their oversized heads are elongated, looking 
  more monster-like than ape-like and is the reason for their 
  name. The fur is usually dark, or deep brown, and is much 
  shaggier than that of other man-apes.  
   
  These beasts tend to live in heavily forested areas and the foothills of some mountain ranges. Dogmen mate 
  every 70 years and, fortunately, most dogman encounters are with young of the species which are often 
  dismissed as strange looking dogs or wolves. Unlike other species of man-apes, dogmen hibernate in a 
  fashion akin to bears, slumbering for as many as ten years at a time before awakening and emerging from 
  their lairs. 
   
  Capable of great ferocity, dogmen tend to avoid other intelligent species when possible. If put into 
  competition with civilized species, dogmen will stay to the outskirts of the community, lingering in secluded 
  woods along travel routes to pick off lone prey. 
   
  Dogman (young): Init +3; Atk bite +2 melee (1d4); AC 12; HD 1d6; MV 40’; Act 1d20; SP hibernation, 
  leap, quadrupedal; SV Fort +3, Ref +2, Will +1; AL L. Crit 1d6/M 
   
  Leap: As a full round action, a young dogman may make a standing leap upwards 5’ or forward over a 
  distance of 25’. 
   
  Quadrapedal: Young dogmen prefer to run on all fours rather than walking upright. If forced upright their 
  movement is reduced by 10’. 
   
  Dogman (Mature): Init +5; Atk bite +7 melee (2d5+8) or slam +14 melee (dmg 2d8+10 + stun); AC 15; 
  HD 6d10+10; MV 60’; Act 2d20; SP hibernation, leap; tearing bite, stun DC 10 Fort save or stunned for 
  1d3 rounds; SV Fort +10, Ref +6, Will +3; AL C. Crit 1d14/G 
   
  Hibernation: Dogmen are only active for one year before going into a hibernation period lasting 2d3+4 
  years. During this period of heavy slumber, the dogman’s body fully heals all damage (including the 
  regeneration of missing limbs). Additionally, the beast grows an average of two feet per hibernation period. 
  It is unknown if there is any limit to how large a dogman may grow. 
   
  Leap: Dogmen have a bounding gait, far bouncier than the measured stride of most other bipedal creatures. 
  As a full round action, a dogman may make a standing leap upwards 20’ or forward across a distance of 
  100’. 
   
  Tearing bite: If a dogman succeeds in a bite attack after a slam attack in the same round he begins to worry 
  his victim’s flesh, pulling out large gobbets and inflicting -1 Stamina per subsequent round that he succeeds 
  with a bite attack. While inflicting the tearing bite the dogman may only attack with his massive jaws. 
   
   
  
  6 
   
  FOREST DEVIL 
       “We had an incredible encounter with what locals call 
  the wood ape ... I’m fully aware that I sound like a crazy, 
  Hollywood kook right now. 
       We’re 100 miles from the nearest town. We spent 45 
  minutes on the most rugged, brutal mountain trails. It’s one 
  in the morning. There are a lot of serious former military 
  men with loaded weapons, then something starts 
  approaching our camps that is defying their orders to stop 
  and their warnings that [they were] armed. 
       I was genuinely terrified. I was lying on the ground 
  thinking I was going to be killed.” 
  Rob Lowe, Entertainment Weekly - 2017 
   
  The forest devil (or “wood ape”) are bestial man-apes with 
  the build of a primitive hominid and a pronounced snout, 
  akin to that of some lesser apes. Their fur tends towards 
  reddish-brown but lighter and darker variations are not 
  unheard of.  
   
  Much like skunk apes, these man-apes are smaller than most of their kin, standing barely 7’ tall. Their 
  massively muscled forms do grant them a formidable mass. Aggressive towards animals and humans alike, 
  these creatures favor attacking smaller creatures for the ease of the killing but have no fear of humans, even 
  in large numbers. 
   
  Forest devils communicate over long distances through a series of hooting grunts and it is believed that 
  these beasts live in human-like tribes numbering up to twenty members and ruled by the largest/strongest 
  of their number. 
   
  Forest Devil: Init +4; Atk claw +6 melee (1d4+4) or bite +2 melee (1d10+4); AC 13; HD 2d10+2; MV 
  40’; Act 1d20; SP camouflage, fearsome charge, howl; SV Fort +6, Ref +2, Will +0; AL C. Crit 1d6/IV. 
   
  Forest Devil (chieftan): Init +4; Atk claw +8 melee (1d8+6) or bite +4 melee (1d12+6); AC 13; HD 
  4d10+4; MV 40’; Act 1d24; SP camouflage, fearsome charge, howl; SV Fort +6, Ref +2, Will +0; AL C. 
  Crit 23-24/1d6/IV. 
   
  Camouflage: Naturally adept in their native environment, forest devils receive +1d to hide checks in forest 
  terrain. 
   
  Fearsome: The ferocious appearance of a forest devil, combined with it aggressively rushing forward, 
  inspires terror in most intelligent creatures – requiring a Will save vs 12. Targets failing are impacted as 
  follows (unless immune to fear):  
  • 
  0-level characters and creatures with less than 1 HD drop anything carried and immediately flee 
  for 2d4 rounds. Even if attacked by the beast the target may take no other action than fleeing. 
  • 
  Creatures of 1-3 HD are paralyzed with fear for a round and drop to the bottom of the initiative 
  order. 
  • 
  Creatures of 4+ HD are unaffected. 
   
  Howl: Forest devils make themselves heard and can call upon their fellows in the area to come to their aid. 
  Upon succeeding at a DC 13 Will save, a forest devil may summon 1d3 more of its kind, arriving in 2d5 
  rounds, representing the others of its kind in the area. Only one forest devil may summon within any given 
  turn. 
   
  
  7 
   
  GRASSMEN 
       “Gallipolis, Ohio is excited over a wild man who is 
  reported to haunt the woods near that city.  He goes naked, 
  is covered with hair, is gigantic in height and his “eyes 
  start from the sockets.”  He attacked a carriage containing 
  a man and his daughter a few days ago.  He is said to have 
  bounded at the father, catching him in a grip like that of a 
  vice and hurling him upon the earth; falling upon him and 
  endeavoring to bite and scratch him like a wild animal. 
       The struggle was long and fearful, rolling and 
  wallowing in the deep mud, half-suffocated, sometime 
  beneath his adversary, whose burning and maniac eyes 
  glared into his own with murderous and savage 
  intensity.  Just as he was about to become exhausted from 
  exertion, the daughter, taking courage of the imminent 
  danger of her parent, snatched up a rock and hurling at the 
  head of her father’s would-be-murderer was fortunate 
  enough to put an end to the struggle by striking him 
  somewhere about the ear.  The creature was not stunned, 
  but feeling unequal to further exertion, slowly got up and 
  retired to a neighboring area that skirted the road.” 
   
  Hillsdale Standard - 1869 
   
  Standing between 7’-9’ tall, grassmen are brutish in appearance, walking with a stooped gait and having a 
  fearsome fanged visage. Their shaggy fur ranges from reddish brown to black. Most disturbingly the sclera 
  of their eyes is dark brown rather than white. While omnivorous, the normally docile creatures subsist on a 
  diet consisting mostly of vegetation.  
   
  Grassmen are named for the large woven domes that creatures make as temporary habitations. These grass 
  structures blend well with the environment and one can find themselves among a family group of these 
  creatures with little to no warning. How one responds in such a situation can mean the difference between 
  life and death. Despite their fearsome appearance, the grassmen are relatively docile among man-apes and 
  tend towards curiosity if not encountered by an obviously overwhelming force. However, if their young are 
  threatened or if the creatures are attacked, the man-apes are quite capable of defending themselves. 
   
  Grassmen are well known to elves, who tend to simply avoid them and wait for the creatures to continue 
  their nomadic travels. 
   
  Grassmen: Init +0; Atk slam +1 melee (1d12+6) or bite +3 melee (2d6); AC 12; HD 1d12; MV 50’; Act 
  1d20; SP camouflage, clever, tentative; SV Fort +2, Ref +4, Will +2; AL L. Crit 1d6/G. 
   
  Camouflage: Naturally adept in their native environment, grassmen receive +4 to hide checks in tall grass 
  prairies.  
   
  Clever: These man-apes are quite intelligent and may use simple tools and understand simple concepts with 
  a DC 14 Will save. 
   
  Tentative: Solitary grassmen will do their best to wholly avoid encounters with groups outnumbering them 
  4 to 1 or more. If attacked by such an overwhelming force the creature must immediately make a morale 
  check or flee. In groups grassmen prefer to avoid larger numbers but will fight to the death to defend their 
  young. 
   
   
  
  8 
   
  NANDI BEAR 
       “One of the best accounts is that of Major 
  Braithwaite and Mr. C. Kenneth Archer, two 
  well-known Kenya colonists, whose experience 
  and word are not lightly to be imputed in such 
  matters. They saw the animal in grass and scrub 
  and took it for a lioness; later, a side-view of its 
  head gave the impression of a snout, the head 
  being very large, while the beast stood very high 
  forward, 4 ft. 3 ins. to 4 ft. 6 ins. at the shoulder. 
  “The back,” they say, “sloped steeply to the 
  hindquarters and the animal moved with a 
  shambling gait which can best be compared with 
  the shuffle of a bear. The coat was thick and dark 
  brown in colour. Finally, the beast broke into a 
  shambling trot and made for a belt of trees near 
  the river, where it was lost.” 
         Captain William Hitchens, Discovery - 1937 
   
  Powerfully muscled hunters, the savannah dwel-
  ling nandi bears tend towards being quadrupedal 
  and often are mistaken for lionesses or monster-
  sized hyenas. The creatures are also extremely 
  territorial and brook no competition. It is at times 
  of dominance displays and threats when the true 
  size of these creatures becomes apparent.  
   
  Standing 12’ tall and being doubly muscled, these tawny-haired man-apes are misleadingly powerful, 
  stronger than most creatures twice their size. No matter the ferocity of the rival, a nandi bear will meet it 
  head on in single combat. Even if outnumbered, the man-ape will charge and rage through most lesser 
  opponents with ease. 
   
  Nandi Bear: Init +3; Atk slam +6 melee (2d8+6) or thrown stone +3 missile fire (dmg 1d6+4); AC 14; HD 
  4d12; MV 50’; Act 2d20; SP double muscled, fearless, rage, regeneration; SV Fort +5, Ref +3, Will +2; 
  AL C. Crit 1d12/G 
   
  Double muscled: The extreme musculature of the nandi bear makes them a true powerhouse with a strength 
  of 24. In addition, the sheer mass of their muscles reduce the damage from blunt trauma (clubs, rocks, 
  falling, etc) by 2 points. 
   
  Fearless: Nandi bears are immune to all forms of fear. 
   
  Rage: The creature has a “Rage die” which is rolled and may then be added to either to-hit or damage.  At 
  the beginning of a combat the die begins at 1d3. It increases by +1d each round of the combat. After the die 
  reaches 1d0 the nandi bear has reached such levels of anger as to gain an additional attack per round (to a 
  maximum of five attacks per round) and the rage die resets to 1d3.  
   
  Regeneration: The metabolic rate of nandi bears is so great that they heal at the a clearly visible rate of 2 
  hit points per round. They are also immune to most damage types that cause ongoing effects, such as 
  bleeding wounds or even multi-round poisons. 
   
   
   
  
  9 
   
  SKUNK APE 
       Following, for some days, the direction of their 
  guide, they came at length upon the track first 
  discovered, some vestiges of which were still 
  remaining; pursuing these traces several days 
  longer, they came to a halt on a little eminence, and 
  determined to pitch their camp, and refresh them-
  selves for the day. 
       The next minute he was full in their view, 
  advancing upon them with a terrible look and 
  ferocious mien. Our little band instinctively gathered 
  close in a body and presented their rifles. The huge 
  being, nothing daunted, bounded upon his victims, 
  and in the same instant received the contents of seven 
  rifles. 
       He did not fall alone, nor until he had glutted his 
  wrath with the death of five of them, which he effected 
  by wringing the head from the body. - Writhing and 
  exhausted, at length he fell, with his hapless prey 
  beneath his grasp. 
   
  The Connecticut Sentinel - 1829 
   
  The skunk ape, also known as the “swamp-squatch” or the “cabbage man” is notorious for the foul odor 
  which accompanies sightings. These creatures are not the gentle giants that some other man-apes are, 
  these swamp-dwellers have a voracious appetite for meat and are not particularly picky on where it 
  originates. If livestock aren’t available, the farmer will do just fine. 
   
  Smaller than many of its man-ape brethren, these creatures stand roughly 7’ tall and weigh a mere 350lbs. 
  The hair covering these creatures ranges from dark brown to black. Having only four toes, there are those 
  sages who theorize that the skunk ape is not related to mankind at all, postulating that it instead a missing 
  link to some other hominid creature. They note, for example, that some cyclops have only four digits on 
  each hand and foot.  
   
  Skunk Ape: Init +2; Atk club +4 melee (1d6+4) or slam +6 melee (dmg 1d6+2) or thrown log +2 missile 
  fire (1d12); AC 12; HD 3d12+3; MV 40’; Act 1d20; SP camouflage, ferocious, stench; SV Fort +6, Ref 
  +2, Will +0; AL N. Crit 1d8/IV. 
   
  Camouflage: Despite their strong odor, these creatures are well adapted to blending into their 
  surroundings. If downwind from observers, skunk apes receive +8 to hide checks in swamp terrain. 
   
  Ferocious: So powerful and dangerous is the skunk ape that it goes beyond mere “death throes” as it 
  enters combat. After receiving a mortal wound (other than extreme cases such as decapitation) the 
  creature will carry on through sheer force of will for an additional 2d4 rounds before collapsing from 
  exhaustion and injury. It lays there dying for an additional 1d3 rounds. 
   
  Stench: The skunk ape gives off a cabbage-like musk that hangs in the air all around it. Creatures within 
  200’ are immediately aware of the stench unless limited in their sense of smell (such as being upwind of 
  the beast). Intelligent creatures coming within 20’ of the skunk ape must make a DC 15 Fort save or be at 
  -1d on all actions for 2d4 rounds. 
   
   
   
  
  10 
   
  WILDMAN 
       “Hank and I did most of the shooting — the rest of 
  the party crowded to the far end of the cabin, guns in 
  their hands. One had a pistol, which still is in my 
  family's possession, the others clutched their rifles. 
  They seemed stunned and incredulous.  
       The attack continued the remainder of the night, 
  with only short intervals between. A most profound 
  and frightening experience occurred when one of the 
  creatures, being close to the cabin, reached an arm 
  through the chinking space and seized one of our axes 
  by the handle (a much written about incident and a 
  true one). Before the thing could pull the axe out, I 
  swiftly turned the head of the axe upright, so that it 
  caught on the logs; and at the same time Hank shot, 
  barely missing my hand.  
       The creature let go, and I pulled the handle back 
  in, and put the axe in a safe place.” 
  The attack ended just before daylight. Just as soon as 
  we were sure it was light enough to see, we came 
  cautiously out of the cabin. 
   
  Fred Beck - 1967  
   
  Standing 7’ tall, the size of a large man, these powerful creatures are of a near-extinct racial lineage from 
  another place. These creatures were unable to compete with the other intelligent races and escaped to earth 
  through a trans-dimensional portal opened by the last of their great shamans. Having nearly been wiped out 
  but other “civilized” species, these man-apes settled into the remote wilderness, and are normally found in 
  heavily forested mountains. Forced to survive in the wilds, far away from civilization, the wildmen seek 
  isolation rather than confrontation whenever possible.  
   
  Unlike other man-apes, wildmen have hooves instead of humanoid feet, and their body hair is sparser. With 
  care and careful grooming, they may pass as human from a distance. While seeming a little “slow” by 
  comparison to more developed races, these beings have an intelligence equal to that of a low-average 
  human. 
   
  Wildman: Init +1; Atk club +2 melee (1d10) or by weapon; AC 12; HD 3d12+3; MV 40’; Act 1d20; SP 
  camouflage, fade, hypnosis; SV Fort +6, Ref +2, Will +0; AL N. Crit 1d10/IV. 
   
  Camouflage: Their great familiarity with their claimed territory wildmen are capable of hiding with great 
  ease. Wildmen receive +5 to hide checks.  
   
  Fade: When holding completely still, wildmen may use their mental capabilities to “fade”. This power is 
  not defeated by the ordinary means such as detect invisible or other means meant to pierce illusions, for it 
  is no illusion. Instead, for those brief minutes the Wildman is existing both in its native and adopted 
  dimensions. The Wildman may still be physically struck while in this state, and it is usually only used to 
  avoid being sighted at a distance.  
   
  Hypnosis: Wildmen typically carry no weapons when hunting, using the power of their minds to hold and 
  kill game animals. After locking gaze, the wildman’s target must make a DC 15 Will save or be held in 
  place for 1d4+1 rounds. In subsequent rounds, if the creature is of animal intelligence, the Wildman may 
  then make a contested Will save vs. the creature (which gains a +1 bonus for each HD). If the animal fails, 
  it immediately dies. Intelligent creatures are immune to the second attack. 
   
  
  11 
   
  YETI 
  “At close range they defied facile [simplistic] 
  description. There was something both of the bear and 
  the ape about the general shape, but they could not be 
  mistaken for either. The color was a rusty kind of 
  brown. They appeared to be covered by two distinct 
  kinds of hair – -the reddish hair which gave them their 
  characteristic color forming a tight close fur against 
  the body, mingling with which were long loose 
  straight hairs hanging downwards, which had a slight 
  grayish tinge as the light caught them.  
       They were doing nothing but moving around slowly 
  together, occasionally stopping to look around them 
  like people admiring a view. Their heads turned 
  towards us now and again but their interest in us 
  seemed to be of the slightest. I looked back and the 
  pair was standing still, arms swinging slightly as 
  though listening intently.” 
  Slavomir Rawicz - 1939 
   
  Amidst the most remote of mountain ranges, at heights beyond where it is safe for humans to linger, live 
  the yeti. Accepted by the enlightened as highly spiritual beings, these 12’ tall, cone-skulled man-apes are 
  covered in reddish fur (the belief of them having white fur comes from a mistranslation). They are also  
  among the most intelligent of all of the giant hominids and the only man-apes capable of both speech and 
  philosophical debate. 
   
  Creatures devoted to living in harmony, both physically and spiritually, the Yeh-The or “yeti” are 
  generally reveared by the peoples living in the rarified heights of great mountain ranges. Their kind nature 
  and healing abilities make them subjects of great respect, and they return such regard ten-fold, bringing 
  food to the hungry, healing the sick, defending the mountain passes against those who are capricious and 
  cruel. 
   
  The Yeti value their privacy and thus are rarely seen by outsiders. To locals, they are an everyday 
  presence, but it is also said that “the easiest way to find a yeti is to simply stop searching for one.”  
   
  The most powerful among them, Metoh-kangmi, is worshipped as a god in the cold remote wastes such as 
  the Plateau of Leng and the cold wastes of Kadath. 
   
  Yeti:   Init +3; Atk slam +12 melee (4d12) or hurled stone +8 missile fire (2d8+8, range 100’); AC 16; 
  HD 12d12; MV 50’; Act 2d24; SP immune to cold, double damage from fire-based attacks, healing, crit 
  on 20-24; SV Fort +10, Ref +5, Will +8; AL L. Crit 1d20/G.  
   
  Healing: The Yeti may lay on hands as a Cleric with a CL of 5. 
   
  
  12 
   
  Metoh-kangmi, Yeti Lama 
   
  The Yeti Lama is a deeply spiritual being who has sworn to harm no living creature (although also will be 
  the first to admit its own imperfections should it do so). While it strives for perfection that it may never 
  achieve, he still takes time to grant wisdom and serenity to those who would follow him. Metoh-kangmi, 
  despite what one would think, is not a massive example of his kind, instead appearing as a rather smallish 
  (and possibly frail) man-ape a mere hair’s breadth over 7’ tall.  
   
  Metoh-kangmi is worshipped by the most pious and aesthetically inclined among the monks living in the 
  wastes. Unlike others of his kind, he freely speaks and eagerly discusses matters philosophical with any 
  beings with whom he comes into contact.  Those who accept him as their patron may have a number of  
  sleepless nights as they find themselves wrapped in conversation. 
   
  Invoke Patron check results 
  1 
  Lost, failure, and worse! Roll 1d6 modified by Luck: (3 or less) corruption + patron taint; (4-
  5) corruption; (6+) patron taint. 
  2-11  
  Failure. Unlike other spells, invoke patron may not be lost for the day. Depending on the results 
  of the patron bond spell, the wizard may still be able to cast it. 
  12-13       The supplicant catches the attention of Metoh-kangmi but does so with jarring disharmony. He  
        grants the caster a +1d bonus to their next spell check but requires them to spend 1d4 hours  
        debating matters philosophical with him the following evening. 
  14-17       Metoh-kangmi appears before the supplicant, holding a single lotus blossom of such fragrance  
     
        that it requires the caster to succeed at a DC 18 Will save to avoid inhaling the fragrant aroma.  
        After inhaling the flower’s scent, the next injured person that the caster touches experiences 2  
        dice of healing. 
  18-19 
  The Yeti Lama reaches into the consciousness of the wizard, soothing and calming, acting as a 
  balm for all mental distress. For the next hour the wizard gains +4 to all Will saves. 
  20-23 
  The soothing nature of Metoh-kangmi is infectious, bathing the wizard in a soothing glow. The 
  caster is protected as if protection from evil result 20. 
  24-27       The meditative vibrations of the Yeti resonate within the bones of the wizard, setting  
        up a soft humming that grows to a ringing chime. The wizard is incapable of taking  
        any damage that round.  
  28-29 
  The wise yeti extends his wisdom to the wizard, conversing and sharing insights and impactful 
  thought. The wizard rolls twice for any spell checks that day, taking the higher result. 
  30-31 
  The yeti Lama spends 2d6 hours in discussion with the wizard and, when they are finished, the 
  supplicant finds that, for the next month, they need neither food, nor water, no sleep for the 
  next week, surviving only on an hour of daily prayer. 
  32+ 
  Metoh-kangmi peers into the supplicant’s eyes and directly into their soul, appreciating what is 
  found there. In order to achieve their life’s purpose, despite the interference of the dark powers, 
  the Yeti grants the wizard the ability to automatically survive their next roll the body check 
  with no stat loss. 
   
  Spellburn: Metoh-kangmi 
  Metoh-kangmi does not favor the mutilation of the body and instead favors the expenditure of mind and 
  spirit in search of growth. When a caster utilizes spellburn, roll 1d5 to see which attribute is drained by 
  the spellburn: (1-2) Intelligence; (3-4) Personality; (5) Luck. 
   
   
  
  13 
   
  Patron taint: Metoh-kangmi 
  When patron taint is indicated for Metoh-kangmi, roll 1d4 on the table below. When a caster has acquired 
  all three taints at all levels of effect, there is no need to continue rolling any more. 
  Roll 
  Result 
  1 
  The caster exudes the scent of fresh lotus blossoms. The sweet and appealing aroma grants 
  the caster a +1 to all Personality checks. If the result is rolled a third and final time the 
  small of the flower becomes too powerful to endure and the caster permanently suffers a -
  1d penalty on Personality.  
  2 
  A third eye opens in the caster’s forehead, allowing them the gift of darkvision while 
  reducing their normal sight by a distance of 10’. Each subsequent instance of this taint 
  reduces the wizard’s normal site by 10’ until normally blind other than darkvision. 
  3 
  The caster begins sliding into pacifism and suffers a permanent -1 penalty to any actions 
  that cause damage to a living thing. This penalty increases to -3 on the second instance of 
  this taint and finally to -2d on the third final instance. 
  4 
  The caster forms a spiritual bond with the yeti Lama and Kraal and the demon begins to 
  correspond directly with the caster’s mind, constantly second-guessing decisions and 
  giving curt instructions. Each time the wizard casts (or magician prepares) a spell, the 
  distraction causes a -1 penalty to the spell casting check. With each additional result the 
  “advice” becomes more frequent, insistent, and more distracting (increasing the penalty by 
  an additional -1 to a maximum of -5).  
  Patron Spells: Metoh-kangmi 
  The Yeti Lama grants three clerical spells, as follows. Spell results that would lead to disapproval instead 
  garner Patron Taint: 
  Level 1: Blessing 
  Level 2: Lotus Stare 
  Level 3: Remove Curse. 
   
   
  
  14 
   
  Appendix: Man-Ape Names 
  Does a Skunk Ape by any other name smell just as rank? Man-Apes of differing sizes, 
  coloration, and temperament have been spotted across the world. In some cases, they are named 
  for a particular area (such as the Fouke Monster) but often their naming is a much more general 
  term. Here then, is a selection of terms you can use to emphasize the fact that one man-ape can 
  be very different from another.  
  Abominable Snowman 
  Albatwitche 
  Almas 
  Almasty 
  Anisau 
  Ape-Man 
  Ash Man 
  Barmanu 
  B'gwas 
  Biabin-Guli 
  Big Hairy Monster 
  Big Man 
  Big Ones 
  Blacki 
  Boggy Boon 
  Boggy Bill 
  Booger 
  Booger Man 
  Boogie Man 
  Boogy Monster 
  Boqs 
  Brenin Llwyd 
  Caddo Critter 
  Cannibal Beast 
  Cannibal Giant 
  Cave Monster 
  Cave Spirit 
  Cave Yeller 
  Cer Ra Ca Wa 
  Chi-Chi 
  Chiye-tanka 
  Chuchuna 
  Crying Beast 
  Devil Monkey 
  Dog Eaters  
  Doolagahi 
  Doolagahl 
  Doolagarl 
  Dustman 
  Engeco 
  Ferla Mohair 
  The Fetid Beast 
  Fire Ape 
   Forest Devil 
  Forest Giants 
  Fouke Monster 
  Gerendel 
  Giganto 
  Gin-sung 
  Grass man 
  Gooligah 
  Gugu 
  Hairy Bill 
  Hairy Giants 
  Hill Monkeys 
  Hokou 
  Holla Yella 
  Holayela 
  Hoodoo 
  Hoohoo 
  Jacko 
  Jimbra 
  Jingera 
  Jinka 
  Jungle Man 
  Kakundakari 
  Kaptat 
  Kecleh-Kudleh 
  Kikomba 
  Kushtaka 
  Lightning Man 
  Long-eared Ape 
  Man-Ape 
  Man-Beast 
  Man-Monkey 
  Mande Burung 
  Mannimal 
  Mapinguari 
  Matlose 
  Mirygdy 
  Monkey Man 
  Momo, Mo Mo 
  Nant'ina 
  Narcoonah 
  Ngoloko 
  Nguoi rung 
  Ngui Rung 
  Nibagon 
  Nolem  
  Noocoonah 
  Nuk-Luk  
  Nu'numic 
  Nun Yunu Wi 
  Nyalmo 
  Oh-mah 
  Old Hairy Bill 
  Old Yellow 
      Old Yellow Top 
  Old Ones Who Cry 
  Opie 
  Orang Pendek 
  Ot-ne-yar-hed 
  Owl-Woman Monster  
  Phantom of the Forest 
  Pongo 
  Quinken 
  Raven Mocker 
  Red Eyes 
  Rugaru 
  Sasquatch 
  Shit Man 
  Skunk Ape 
  Skunk Demon 
  Skunky Bill 
  Squalling Savage 
  Stinkaboo 
  Stink Man 
  St' Iyahama 
  Tah-tah-kle'-ah 
  Tsek Etinu's 
  Tsiatko Giants 
  Stsomu'lamux 
  Taku he 
  Tano Giant 
  Teh-Ima 
  Tch-lma 
  Tjandara 
  Tha-tha Kla-yah-ma 
  Thoolagal 
  Thunder Brothers 
  Tommy Knocker 
  Tobi Juan in the Wood 
  Tree Men  
  Tsawane'it Emux 
  Tse'nahaha 
  Tso'apittse 
  Ucumar 
  Urayuli 
  Weendego 
  Wendigo 
  Windego 
  Wetiko  
  Who-Who 
  Wicked Giant 
  Wigidokowok People  
  Wihalaid 
  Wildman 
  Windago 
  Windikouk 
  Witiko 
  Woods Booger  
  Woods Child 
  Woods Devils 
  Wooly Booger 
  Yahoo 
  Yakaka 
  Yaroma 
  Yeahoh 
  Yellers 
  Yellow Top 
  Yeren 
  Yeti 
  Yowie 
  Yuuri
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Supplements/DCC - Guide to Giant Man-Apes (web acc).pdf