No. Enc.: 0 (12d12)
Alignment: Chaotic
Movement: 180' (60')
Armor Class: 3
Hit Dice: 3 hp
Attacks: 2 (2 bites)
Damage: 1d6 / 1d6
Save: L1
Morale: 12
Hoard Class: VI
XP: 10
The Ancients considered themselves masters of their planet, having mapped out its entire surface and cataloged every known species and jungle tribe...
...but on a mysterious island invisible to all technology, they discovered a people unlike any other...
...A RACE OF DIMINUTIVE DWARVES WITH A SAVAGE APPETITE FOR HUMAN FLESH!!!
The zunee (singular and plural) are stunted, foot-tall humanoids with stringy black hair, rubbery orange hides, oversized heads, and luminous eyes devoid of irises and pupils. They live arboreal existences in toxic jungles rife with acidic pools, and seemingly never sleep. All zunee look identical, and appear to be male, making their reproductive habits a mystery.
...but on a mysterious island invisible to all technology, they discovered a people unlike any other...
...A RACE OF DIMINUTIVE DWARVES WITH A SAVAGE APPETITE FOR HUMAN FLESH!!!
The zunee (singular and plural) are stunted, foot-tall humanoids with stringy black hair, rubbery orange hides, oversized heads, and luminous eyes devoid of irises and pupils. They live arboreal existences in toxic jungles rife with acidic pools, and seemingly never sleep. All zunee look identical, and appear to be male, making their reproductive habits a mystery.
Zunee are rapacious carnivores. Frighteningly speedy and ferocious, they attack as 5 HD monsters. Zunee are also incredibly spry, making standing leaps of 15' and scaling vertical surfaces at full movement rate.
The zunee fearlessly attack large groups of adventurers. They first engage in solo hit-and-run attacks for several hours, bursting from the underbrush to weaken and demoralize their prey before pouncing en masse from the treetops above. And they tirelessly chase down fleeing victims. Zunee kills are skeletonized in minutes.
Anyone bitten by a zunee has a 20% chance of contracting rabies [p. 48 of the Mutant Future Core Rules], but the resultant Saving Throw Vs Poison gets a +2 bonus to the roll to avoid the effects.
Though clearly intelligent (based on their woven skirts, idol worship, and ambush tactics), every effort at peaceful contact with the zunee has ended in mayhem and bloodshed.
Mutations: Dwarfism, Enhanced Vision (Night Vision), Increased Balance, Toxic Weapon ("Rabid")