Cugaro
No. Enc.: 1d6 (2d8)
Alignment: Neutral
Movement: 150' (50')
—Swim: 45' (15')
Armor Class: 5
Hit Dice: 4
Attacks: 1 or 3 (weapon, or 2 claws, 1 bite)
Damage: by weapon, or 1d6 / 1d6 / 1d8
Save: L4
Morale: 9
Hoard Class: VII, plus 1 weapon
XP: 465
The cugaro (both singular and plural) are sentient, semi-aquatic felines that dwell in marshy areas and murky ruins. With webbed paws and snorkel-like organs that elongate up to 5' long, they are well-suited to prowling waterways, and can stay submerged indefinitely. Cugaro Surprise on 1-4 on 1d6.
Cugaro possess vast mental powers, and are skilled in telekinetically manipulating objects and artifacts. Each individual always has a favored weapon, and wields it as much as possible over teeth and claws; they're civilized, you see.
The cugaro fancy themselves as collectors and caretakers of Ancient knowledge. In the Hugeston, Wrexus area, a large tribe of cugaro have claimed a grounds of a ruined university as their own.
Mutations: Aberrant Form ("Snorkels"), Enhanced Vision (Night Vision), Mind Thrust, Neural Telekinesis, Neural Telepathy, Quick Mind