In the ruins of Hollywood, Thundarr, Ariel and Ookla encounter Simius and his band of man apes as they dig for an ancient artifact in the desert. The man apes attack Thundarr and company and vow to destroy all humans.
- Man Ape (CR 2, HD 4d8+8)
- N Large Animal
- Init +2 Spd 30 or Climb 30
- Senses Scent (Ex); Low-light Vision (Ex) | Listen +6, Spot +6
- AC 14 (FF 12, Touch 11)
- hp 29 (Disabled -2/Dying -14/Injury 14)
- Saves: Fort +6, Ref +6, Will +2Atk +7 base melee, +4 base ranged; Grapple +12; Face 10’x10′; Reach 10′;
- +7 Melee (Spear 2d6+7/crit 20/x3);
- Abilities STR 21, DEX 15, CON 14, INT 10, WIS 12, CHA 7
- Feats: Alertness, Simple Weapon Proficiency, Toughness.
- Skills: Climb + 14, Listen + 6, Spot + 6.
- Weapons: Spear.
After a fierce battle, Ookla is thrown from a cliff into a river below and Thundarr and Ariel break off their battle to find and save their friend.
Thundarr and Ariel track Ookla to a walled village of tiny people who think Ookla is a man ape. Thundarr frees Ookla and convinces the village leader Seth that they are friends. Seth tells of his troubles with the man apes, so Thundarr vows that he and Ariel and Ookla will put a stop to their evil doings.
In the city, the man apes are uncovering another piece of “the Mighty One,” an ancient mechanical ape (King Kong?) from the old world. After another fierce battle, Thundarr, Ariel and Ookla are captured by the man apes and left to die at the hands of a dragon outside a saloon.
- Post-Apocalyptic Drake (CR 14, HD 20d12+120)
- NE Huge Dragon
- Init +4 Spd 50 or Burrow 10
- Senses Darkvision (Ex): 60 ft.; Low-light Vision (Ex); | Listen +19, Spot +11
- AC 27 (FF 27, Touch 8)
- hp 250 (Disabled -6/Dying -22/Injury 22)
- Saves: Fort +18, Ref +12, Will +13
- Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Fire (Ex)
- Atk +31/+26/+21/+16 base melee, +18/+13/+8/+3 base ranged; Grapple +41; Face 15’x15′; Reach 10′;
- +31 Melee (Bite 2d8+13/crit 20/x2) and +29 Melee (2 Claw 2d6+6/crit 20/x2);
- SA: Frightful Presence (Ex) , Frightful Presence DC: 21 , Frightful Presence Radius: 100 ft. , Improved Grab (Ex) , Breath Weapon Type: 30 ft. Cone of Fire , Breath Weapon DC: 26
- Abilities STR 37, DEX 10, CON 22, INT 11, WIS 13, CHA 14
- Feats: Improved Critical: Bite, Improved Initiative, Improved Overrun, Multiattack, Power Attack, Stealthy, Track.
- Skills: Hide + 12, Intimidate + 22, Jump + 21, Knowledge (Local) + 10, Knowledge (Nature) + 12, Listen + 19, Move Silently + 2, Sense Motive + 19, Spot + 11, Survival + 12.
- Improved Grab (Ex): To use this ability, a post-apocalyptic drake must hit a creature of its size or smaller with a claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
- Skills: Post-apocalyptic drakes have a +4 racial bonus on Hide checks when in hills terrain. This bonus on Hide checks increases to +8 when the drake is immobile.
Thundarr, Ariel and Ookla defeat the dragon and chase the man apes to Studio 13 on an old Hollywood movie studio lot where they complete the construction of the mighty one. The mighty one comes to life and starts walking towards Seth’s village. Thundarr and friends ride ahead to warn Seth’s people of the coming danger. The mighty one arrives and tears down the walls of Seth’s vilage. The heroes are routed and the villagers desert the walled city. The man apes are victorious!
- Mighty One (CR 9, HD 15d10)
- N Colossal Construct
- Init +3 Spd 30 or Climb 15
- Senses Scent (Ex); Low-light Vision (Ex) | Listen +9, Spot +9
- AC 25 (FF 22, Touch 5)
- hp 85 (Disabled 0/Dying —/Injury –)
- Saves: Fort +9, Ref +12, Will +9
- Atk +25/+20/+15 base melee, +6/+1/-4 base ranged; Grapple +49; Face 10’x10′; Reach 10′;
- +25 Melee (2 Claw 2d8+22/crit 20/x2) and +20 Melee (Bite 4d6+11/crit 20/x2);
- SA: Rend (Ex)
- Abilities STR 54, DEX 17, CON –, INT –, WIS 11, CHA 1
- Feats: Alertness, Athletic, Improved Bull Rush, Improved Sunder, Power Attack, Toughness.
- Skills: Climb + 32, Listen + 9, Move Silently + 9, Spot + 9, Swim + 24.
- Rend (Ex): A mighty one that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 4d8+44 points of damage.
In the woods outside the city, Thundarr, Ariel and Ookla prepare an old U.S. war plane for battle against the mighty one. Yes, Thundarr is going there…the entire episode has culminated in a recreation of the famous Empire State Building battle between King Kong and the fighter planes. This is why Thundarr is awesome. As a kid, this went right over my head.
The other point worth mentioning is that in Thundarr, cool rules. Humanoid monkeys? Of course they worship King Kong. Giant robot monkey? Of course it works after all these years. The Thundarr show wants a giant ape swatting at planes and by golly it’s gonna get it!
Ariel flies the plane while Thundarr attacks the mighty one with his Sunsword from the wing. The plane is struck and Ariel and Ookla parachute to the ground. Thundarr dives and plunges his Sunsword into the chest of the mighty one, bringing it down to the ground in defeat.
Ariel and Ookla land on the ground and capture Simius in an energy web of Ariel’s magic. The man apes flee in defeat and Seth’s people are safe once more. Seth thanks Thundarr and says they won’t need a walled city any longer.
You can read more about this episode at Thundarr.com
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