CLIMATE/TERRAIN: Tropical Jungle
ACTIVITY CYCLE: Day
ALIGNMENT: Lawful Good
ARMOR CLASS: 8/Varies
MOVEMENT: 9, 15 in trees
HIT DICE: 2+1/Varies
THAC0: 20 base
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: By Weapon or Fist
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: See Below
MAGIC RESISTANCE: Nil
SIZE: M (5'-6' tall)
MORALE: Elite (13)
XP VALUE: 175 per hit die
are gorilla-like apes native to the Malatran Plateau.
Saru have heavy upper-body strength, short legs, feet
with limited grasping ability, and black or copper-red
fur covering their body except on their faces, palms,
and soles of their feet. Most saru are five to six feet
tall (with females being slightly smaller) and have
arm spans up to nine feet wide.
language of the saru consists of hand gestures, facial
expressions, grunts, hoots and screams. Saru PCs must
spend two proficiency slots to learn any spoken language.
their first contact with human and shu tribes only a
century ago, saru have begun to wear loincloths, crude
belts (to hold weapons), and primitive jewelry.
Only recently have the saru begun to use weapons in
combat, mimicking human and shu tribes they've come
in contact with. Weapons that saru create or find themselves
are limited to clubs and pointed sticks (treat as spears);
however, other weapons are often trades from friendly
tribes they've come to know. Saru can also strike with
two fists per round in a violent pummeling motion. Each
successful attack inflicts 1d2 plus Strength bonus,
and gains a +/- 2 on the punching and wrestling chart
(Dungeon Master® Guide page 59).
fear magic and will flee displays of visual enchantments
(PC saru may save vs. paralyzation to resist this fear,
fleeing for 1d6 rounds if failing). Player character
saru can be warriors, thieves, or warrior/thieves. Rare
PC saru can be priests (only through special auctions
Saru are extremely family oriented. Clans of Saru are
typically all related by blood or mates (marriage is
a concept unfamiliar to saru culture), though clans
may take in stray or orphaned saru. Clans generally
consist of 3-4 adult males (ages 16+), 4-6 adult females,
and 1d4 children. Females of a clan traditionally handle
the care of the young, while the males hunt and protect
the clan. It is not uncommon for young saru males to
venture off into the worls in search of excitment and
adventure. Several clans of saru have been known to
gather together for protection during times of conflict
or severe weather, while some groups of four or more
clans have been known to stay together permanently.
are neutral or friendly to most races of the Living
Jungle including korobokuru, who hate the saru for some
unknown reason. Saru also hate leopard katanga, who
often feed on their young. Every living animal, however,
is considered a "person" by the Saru. They try to speak
with other animals, delighted when they are answered
by those that understand them (apes, monkeys, and many
human and demihumans). Even though they don't answer,
hippos, lions, sloths, and other creatures are still
approached -- and sometimes immediately fled -- by saru
interested in conversation. In any event, saru can approach
a normal animal with the effects of a friends
spell once per day.
priests are extremely rare, and only a handful exist
at any one time--and only females can become priests.
The saru venerate a greater being called Chee'ah, a
demigod who walks the plateau of the Living Jungle.
Saru females who have the "calling" leave their clan
to seek out Chee'ah, and those who find their god return
to the clan with great priestly powers.
saru can climb trees. Other surfaces, like rock formations,
are also climbable, but with penalties -- a base chance
of 80%. Saru have no permanent settlements and move
from one part of the jungle to the next. Saru cannot
swim nor can they learn.
Saru eat almost any sort of vegetables, nuts, roots,
insects, and small game animals. They consider eating
any sort of flesh to be tantamount to cannibalism, making
them rather poor dinner guests for most tribes.