AC 16 (Constitution)
HP 90 (12d8+36; bloodied 45)
Speed 30 ft.
Proficiency +3; Maneuver DC 14
Saving Throws Str +6, Con +6
Skills Athletics +6, Nature +2, Perception +4, Survival +4
Damage Resistances bludgeoning, piercing, and slashing (while raging)
Senses passive Perception 14
Beast Quality (Wolf). Tarzan can travel at a fast pace while he is tracking creatures, and while traveling he can move stealthily at a normal pace.
Brutal Critical. Tarzan can roll an additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Danger Sense. Tarzan hason Dexterity against effects that he can see, such as traps and spells. To gain this benefit, he can’t be , , or .
Feral Instinct. Tarzan hason initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t , he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Nature Speaker. Tarzan can castas a ritual. He can also can also spend 10 minutes performing a ritual on one willing beast he touches. For as long as he , up to 1 hour, he can see through the beast’s eyes and hear what it hears, gaining the benefits of any special senses that the beast has. During this time, Tarzan is and with regard to his own senses.
◆ on Strength checks and Strength , Tarzan has
◆ When Tarzan makes a melee weapon attack using Strength he gains a +3 bonus to the damage roll.
◆ Tarzan has to bludgeoning, piercing, and slashing damage.
◆ opportunity attacks made against Tarzan have .
◆ Tarzan can take the Dash action as a bonus action on his turn.
Reckless Attack. When Tarzan makes his first attack on his turn, he can decide to attack recklessly. Doing so gives himon melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Athletic. Tarzan can stand up from beingwith only 5 feet of his movement, climbing doesn’t cost him extra movement, and he only has to move 5 feet before making a running long jump or running high jump.
Extra Attack. Tarzan attacks twice when he takes the Attack action.
Unarmed. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8+3) bludgeoning damage.
Brawling. Tarzan is proficient with improvised weapons, and he can use a bonus action toa target he hits with an unarmed strike or improvised weapon on his turn.
Are you ready for some pulp? Because we’re getting literary and going into the jungle with Tarzan!
Unlike many of the characters in this book Tarzan is a character from relatively recent fiction authored by Edgar Rice Burroughs. In his infancy John Clayton and his noble parents were stranded on the African coast. The parents died to the wilderness, but the child survived, turning feral before the Mangani great apes took him in as one of their own and named him Tarzan (‘White-Ape’).
After turning 18, Tarzan met Jane Porter, falling in love, and tracked her back to the United States only to find he despised civilization. They had a child together and moved back to Africa, where Tarzan went on many more adventures.
Tarzan is the archetypal feral man, athletic, and able to climb and leap in the manner of an ape. However, he is surprisingly intelligent; he is described as courageous and loyal, and inclined to protect those weaker than himself. He is eloquent and able to pass as a ‘civilized’ man, but he prefers the life of a wild man.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.