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)