Monday, February 25, 2013

"C" is for "Cugaro"


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