Friday, July 27, 2012

"F" is for "Fenk"

Fenk  ("Dunedog")

No. Enc.:  1d10 (6d10)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  4
Hit Dice:  4
Attacks:  1 (bite, or weapon)
Damage:  1d4, or by weapon
Save:  L4
Morale:  9 (or 12)
Hoard Class:  VII, VIII
XP:  190

The diminutive, 2' tall Fenks are a race of militant, desert-dwelling canoids that travel in close-knit family bands.  Even their smallest kits carry weapons.  Fenks mate for life, and fight to the death (Morale 12) when their spouses are threatened.

Fenk families truly work as a unit, and are able to manipulate Ancient artifacts many times their size.  They can even pilot Ancient vehicles, with each member working a particular aspect of control.

Sharing the same habitats, the Fenk come into constant conflict with the Var-King.  The two races often invade and conquer each other's subterranean compounds in a never-ending turf war.

Mutations:  Enhanced Vision (Night Vision), Increased Sense (Hearing)