Atlantean Trilogy Archive
A snake-tailed chimera, a blue-winged griffon, a spiny manticore and a golden living statue with a staff in a ruined courtyard.Magical Hybrids and Constructs, painted for this archive

Andaman

Creature, Magical Hybrids and Constructs

Beast-men created by First Age Atlantean sorcerers, with furred humanoid bodies and animal heads, now dwindling because many of their young are born as mere animals. Grim, loyal and fierce, they work as guides and scouts and often hate Atlanteans.

Also called Beast-men, Gnolls (jackal-men), Agioto (leopard-men)

From the book

The Andaman are humanoids believed to have been made long ago by the sorcerers of First Age Atlantis. Once plentiful, these beast-men are now declining. Their several subspecies came from repeated crossbreeding and magical experiment, the commonest being lion-, tiger-, panther- and wolf-men, the jackal-men also known as gnolls, and the leopard-men known as agioto. Whatever the type, all have furred humanoid bodies topped by the head and face of their animal, and while their hands are nimble enough for weapons, they can also fight with just claws and teeth. Each speaks the language of the animal it resembles.

In the wild they form prides or packs of as many as twenty, favoring plains and savannah and living in woven-grass huts. Being magical in origin, they breed unreliably: a female usually bears a litter of 1-4 cubs each year, but each cub has an even chance of being a plain animal rather than an Andaman, so the race is thought to be slowly breeding itself out of existence.

Andaman tend to be grim and unemotional until roused to anger, are fiercely loyal to their companions and fight savagely with or without weapons. They dislike the smell of Nethermen but bear no grudge against any humanoid race, although some deeply hate Atlanteans, above all Atlantean sorcerers. Like the beasts they came from, they cannot cast spells at all. Most keep to the wilds, but small groups often live in or near large cities, and some regions prize them as guides, scouts and hunters. Andaman see well at night, have keen hearing, can leap as far as 12 feet, track by scent with 75% success and gain +1 on saves vs SPD and PER. They may be Beastmasters, Bounty Hunters, Corsairs, Gladiators, Hunters, Rogues, Spies or Warriors.

At a glance

Origin
Created by First Age Atlantean sorcerers via crossbreeding and magic
Sub-species
Six kinds: lion-men, tiger-men, panther-men, wolf-men, jackal-men (known as gnolls) and leopard-men (known as agioto)
Appearance
Fur-covered humanoid bodies with animal heads
Combat
Use weapons or claws and bite; savage fighters
Society
Prides or packs of up to 20; huts of woven grass
Habitat
Prefer plains and savannahs; some live in or near larger cities
Reproduction
Litters of 1-4 cubs yearly; 50% chance each is an ordinary animal; slowly breeding toward extinction
Temperament
Grim, impassive unless angered; fiercely loyal
Relations
Dislike the scent of Nethermen; no ill will to other humanoids; some deeply hate Atlanteans, especially sorcerers
Magic
No spell casting at all
Occupations
Guides, scouts, hunters
Height/Length
5'10"-6'6"
Weight
140-240 lbs.
STR
6-18
SPD
15-19
DEX
14-18
CON
8-18
INT
6-14
WILL
8-14
CHA
2-16
PER
15-19
Level
Any
Alignment
Variable
Damage
Bite: 1-4, Claws: 1-3 each, or as per weapon employed
Special Attributes
Night vision; leaps as far as 12 ft.; sharp hearing; tracks by scent at 75%; +1 saves vs SPD and PER
Armor
Unarmored
Hit Points
As per human characters
Found in
Hesperia, Gondwana, Jambu, Eria/Anostos, Mediterranea (as "Andamen"), Tamoanchan
Comments
Every Andaman speaks the language of the animal it resembles; open professions: Beastmaster, Bounty Hunter, Corsair, Gladiator, Hunter, Rogue, Spy, Warrior