No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 150' (50')Armor Class: 4
Hit Dice: 8
Attacks: 6, or 1 (4 claws, 1 tail-slap, 1 bite, or by weapon)
Damage: 1d4 / 1d4 / 1d4 / 1d4 / 1d6 / 1d8, or by weapon
Save: L8
Morale: 9
Hoard Class: IX, XIV, XV, XVI, XIX, XXI, XXII
XP: 7,060
The Labwraths are not only some of the most striking beings in the Mutant Future—standing over 7' tall, and possessing oversized craniums, 4 arms, and albino colorations—but also the most sinister.
Twistedly brilliant (with INT and WIL scores of 15 + 1d6), the Labwraths are obsessed with the sciences and technology of The Ancients, and make their lairs in ruined hospitals, laboratories, factories, observatories, military installations, and the like. They not only repair any artifacts and machines they find, but also fashion wondrous new devices from the old. Almost all Labwraths fancy Ancient scientific garb (labcoats, surgical masks, goggles, or radiation suits) with pockets stuffed with relevant accessories: tongue depressors, stethoscopes, thermometers, syringes, clipboards, calculators, working PDAs, etc.
The only thing greater than a Labwrath's thirst for knowledge is its cruelty. Malicious and arrogant, the creatures coldly view all other lifeforms as disposable fodder for their twisted experiments. Labwrath strongholds always have a dedicated "maze zone" rigged with hazards, traps, and puzzles designed to gauge the intelligence and mettle of intruders. Such "test subjects" are timed and monitored throughout their ordeal, and invariably end up strapped to a table for study, experimentation...or worse.
While nasty fighters, Labwraths avoid physical combat when possible, and prefer to have platoons of reactivated robots/Androids, mind-control-implanted slaves, and/or genetically-altered beasts do their dirty work. They also innoculate themselves against all known diseases and toxins.
Labwraths despise their relatives the Vermen, and actively try to subjugate or destroy any nearby colonies simply out of spite.
Mutations: Aberrant Form (Extra Limbs), Albinism [D], Increased Balance, Increased Sense (Touch), Intellectual Affinity (Tinkerer), Know Direction, Mental Barrier, Night Vision, Prehensile Tail, Quick Mind, Shriek