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This adaptation copyright © 2002 Sean K Reynolds.
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 Synthetic Men Of Mars, 1986 printing.
Hormads are synthetic beings created from vats of undifferentiated humanoid
tissue. They tend to be ugly, asymmetrical, and stupid, but strong and hard
Creating a Hormad
AC: Increase natural armor by +2.
Special Qualities: A hormad retains all of the special qualities of the base creature and also gain the following:
Moderate Fortification (Ex): Hormads are created from undifferentiated tissue and have few true organs within their bodies. All of them are sometimes able to ignore critical hits and sneak attacks as if wearing moderate fortification armor (75% chance to ignore a critical hit or sneak attack)
Regeneration (Ex): Hormads have regeneration 1. They cannot regrow severed limbs but can reattach them. Hormad limbs can still move and attack after being severed, and hormad heads can even talk if decapitated. Only fire deals normal damage to hormads.
Hunger Stamina (Ex): Hormads can easily survive for days without food; double the time increment needed to make Constitution checks for hunger or thirst. This longevity means even their severed limbs are dangerous for a long time.
Immunities: Hormads are immune to disease and poison.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Strength +4, Con +6, Int -4, Wis -2, Cha -4.
Feats: Hormads gain Armor Proficiency (light), Endurance, Great Fortitude, and Simple Weapon Proficiency.
Climate/Terrain: Any land and underground
Organization: Pack (5-20).
Challenge Rating: Same as the base creature +1 [[A combination of the fortification, slow regeneration, and unbalanced ability score modifiers.]
Effective Character Level Modifier: +4. [[Fortification is strong, regeneration to all but fire is strong, ability score modifiers are favorable.]]
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature. A hormad's favored class is warrior.
This example uses a human War1 as the base creature. (Hormads on Barsoom rarely wear armor, like most Barsoomian creatures, but this example gives it armor appropriate to a standard fantasy campaign.)
Tor-Dur-Bar, hormad (human)
Medium Humanoid (human)
Hit Dice: 1d8+6 (11 hp)
Speed: 20 ft.
AC: 17 (+5 masterwork chainmail, +2 natural)
Attacks: +5 masterwork bastard sword
Damage: masterwork bastard sword 1d10+2/19-20/x2
Face/Reach: 5 ft. by 5ft./5 ft.
Special Qualities: Hunger stamina, immunities (disease, poison), moderate fortification, regeneration 1
Saves: Fort +7, Reflex +0, Will -1.
Abilities: Str 14, Dex 10, Con 16, Int 6, Wis 8, Cha 6.
Skills: Climb +1
Feats: Endurance, Great Fortitude, Weapon Focus (bastard sword)
Like most hormads, Tor-Dur-Bar is not good with tactics and normally charges into battle with the intent of killing opponents quickly. Because of its regeneration, it is likely to stand up after its opponents "kill" it and start attacking again.
Alignment: Neutral evil.