
Andaman
Race
'Beast-men' believed to have been created by First Age Atlantean sorcerers: fur-covered humanoids with the head of an animal, in sub-types such as lion-, jackal- (gnolls), wolf-, leopard- (Agioto), tiger- and panther-men. They live in small prides on plains and savannahs, are grim and fiercely loyal, and some hate Atlanteans. Unreliable births mean the race is slowly dying out.
Also called Andamen, Beast-men
From the book
The Andaman, often called beast-men, are thought to be the handiwork of Atlantean sorcerers of the First Age, who produced them through repeated crossbreeding and magical experiment. Once plentiful, they are now dwindling.
Several distinct strains exist. The commonest are lion-men, jackal-men (sometimes known as gnolls), wolf-men, leopard-men (the Agioto), tiger-men and panther-men. Whatever the strain, an Andaman has a furred humanoid body topped by the head and face of its animal kin. They can wield weapons, or fight with claw and fang instead.
In the wild they live in prides or packs of 4 to 20, favoring open plains and savannah, and build huts of woven grass. Because they are magical creations, their breeding is unreliable: a female usually bears a litter of 1 to 4 cubs each year, yet each cub has an even chance of being a plain animal rather than an Andaman. Many believe the race is slowly breeding itself out of existence.
By temperament the Andaman are grim and unreadable until provoked. They are fiercely loyal to their companions and savage in a fight, armed or not. They dislike the smell of Nethermen but hold no grudge against any humanoid race, although some nurse a deep hatred of Atlanteans, and above all of Atlantean sorcerers. Like the beasts they come from, they cannot cast spells at all.
In play they are keen-sensed hunters and fighters: night vision, excellent hearing within 100 ft, 75% tracking by scent and 75% silent movement, +1 saves vs SPD and PER, and speech with animals of the kind they resemble. Fighting unarmed they bite for 1-4 and claw twice for 1-3 each. They leap 50% farther than normal and carry 12 lb per point of STR.
At a glance
- Attribute maximums
- STR 18, SPD 19, DEX 18, CON 18, INT 14, WILL 16, CHA 16, PER 19
- Racial abilities
- Night vision; Keen hearing (excellent within 100 ft); Natural weapons when unarmed: bite 1-4 and two claws 1-3 each; Tracking by scent 75%; Move Silently 75%; +1 saves vs SPD; +1 saves vs PER; Can speak with the kind of animal they resemble
- Restrictions
- No spellcasting ability at all
- Professions open
- Beastmaster, Bounty Hunter, Corsair, Gladiator, Hunter, Rogue, Spy, Warrior
- Size
- Male 6'-6'6", 180-240 lbs; Female 5'10"-6'4", 140-200 lbs
- Age brackets (years)
- young adult 12-28, mature 29-38, middle-aged 39-55, venerable 56-70+2d12
- Kinds
- Lion-men, Jackal-men (gnolls), Wolf-men, Leopard-men (Agioto), Tiger-men, Panther-men
- Languages
- Andaman (language of the beast-men) plus one human language
- Encumbrance
- 12 lb times STR, the most the character can carry
- Leaping
- Maximum leaping distances increased by 50%
- Social groups
- Prides or packs of 4-20; litters of 1-4 cubs, each with a 50% chance of being an animal, not an Andaman
Spelled Andaman in the book; some later writers use Andamen. Reviewers often call them cat-folk, but the book lists several predator kinds.
