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Urgot

No. Appearing: 2d6 (raiding party) or 10d10 (tribe)
Armour Class: 11
Hit Dice: 1+4
Attacks: Club or Tentacle or Claw or Bite, etc 1d6+1
Nat 19: the target is cursed and loses 1 point of Luck.
Attributes: S:13 D:13 C:16 I:7 P:9 W:12 Ch:6
Luck: 5
Move: 30 ft

Urgot are abominations of dark sorcery or the cursed bloodlines of humans whose ancestors made pacts with infernal powers. Urgot differ from tribe to tribe, but all display major mutations such as tentacles, severe hunchbacks, missing or deformed limbs, fish eyes, prehensile tails, quadruped motion, shark teeth, and so on. Urgot are intelligent, cruel and depraved pack hunters. They employ ritual scarring to mark seniority, and usually keep to the deep shadows of ancient temples, forests and isolated mountains.

A group of urgot hunters may issue a simultaneous, highly disturbing wail, chittering or moan once per day, causing all sentient creatures within 20 ft to make a Luck (Will) save or suffer a minor madness. Some tribes contain a spell caster known as an Urgozer, with 3+3 HD and the ability to cast a handful of 1st to 3rd level spells each day, for example: Hideous Laughter, Clairvoyance, Charm Person, Speak with Dead, Dispel Magic, and Slow.