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This adaptation copyright © 2001 Sean K Reynolds. Back to my Barsoom page.
Original creature created by Edgar Rice Burroughs, and all rights to it belong to the Burroughs estate. This adaptation is not a challenge to the rights of the Burroughs estate over the original creation.
Illustration is a detail from the Michael Whelan cover of the Del Rey Books edition of Thuvia, Maid of Mars (ISBN 0-345-33424-8), 1985 printing.
Large Beast
Hit Dice: 10d10+20 (75 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 17 (-1 size, +3 Dex, +5 natural)
Attacks: 4 claws +12 melee, bite +7 melee
Damage: Claws 1d6+6, bite 1d8+3
Face/Reach: 5 ft. x 10 ft./10 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +10, Will +4
Abilities: Str 23, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +7, Listen +6, Move Silently +11, Spot +5
Climate/Terrain: Temperate and Warm Land
Organization: Solitary or pride (6-10)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral
Advancement: 11-20 HD (Large), 21-30 HD (Huge)

Banths are eight-legged barsoomian lions. Completely hairless except for their great manes, they are fierce predators with soft pads on their feet that allow them to stalk prey in near-silence.
    Banths are extremely large eight-legged lions with many sharp teeth and claws. Their skin is tough and devoid of hair but appears velvety-soft. Unlike most barsoomian creatures, they have a thick mane of course dark hair around their necks like a normal lion. Although they are large and heavy, their broad feet and many legs distribute their weight over a large area, allowing them to walk on soft sand without sinking or gravel without making much noise.

Banths fight in the same manner as lions, leaping upon prey and tearing at them with claws and teeth. They hunt in groups, working together to circle bring down large prey.
    Improved Grab (Ex): To use this ability, the banth must hit with its bite attack. If it gets a hold, it can rake.
    Pounce (Ex): If a banth leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
    Rake (Ex): If the banth gets a hold, it can make four rake attacks (+12 melee) with its hindmost legs for 1d6+3 damage each. If the banth pounces on an opponent, it can also rake.