Burrowling

Level

1

Burrowlings are small, furred humanoids distantly related to the mighty Marduks. Where their towering cousins wield strength and warcraft, Burrowlings rely on cunning, traps, and sheer numbers. Their bodies are covered in coarse brown or gray fur, often streaked with dirt and soot from their underground dwellings. They live in sprawling tunnel colonies beneath rocky hills, salt plains, or abandoned outposts, scavenging scraps of metal and stone to build crude weapons and defenses.

Burrowlings fear open combat but excel in ambush and harassment. They attack from concealed holes, dropping weighted nets, or hurling crude explosives made from mineral gases and bone fragments. When pressed, they scatter through narrow tunnels too small for larger pursuers, regrouping to strike again. Their language is a mix of growls and clicks, and they often decorate their burrows with symbols carved into bones or rusted plates.

While most are cowardly alone, a pack of Burrowlings fighting for their den or young can be vicious. They’re known to swarm wounded prey or enemies spilling blood inside their tunnels, driven by a primal instinct older than their intelligence. Despite their savage tactics, they’re skilled builders, miners, and scavengers, often trading ore and crafted trinkets with nomads or smugglers willing to tolerate their smell and mischief.

Action Points

4

Defense Bonus

4

Resilience

4

General Perception

13

Initiative Bonus

2

Combat Movement

1,5 meters/action point

Strength

30

Constitution

60

Agility

80

Quickness

50

Intelligence

25

Sociality

30

Armor

6 - Hide/fur (cover on arms/front limbs)

Fumble Range

01-10

Health

26

Special Attacks

Trap Toss – Once per encounter, throws a crude trap (shrapnel net or bone snare) into a 2-meter radius. All targets must roll Agility DR 90 or take –10 to DB next round.

Special Skills

Tunneling 40

Signature Moves

Pack Ambush – Gains +10 Attack Bonus when two or more Burrowlings attack the same target from hidden or elevated positions.

Bonus to skills, spells and tech modules

Skills (60)

Spells

No items found.

Tech Modules

No items found.

Attacks

Main Attack

Sling Stone 60 (B)

A quick, whirling strike that launches a rounded stone with enough force to bruise or stagger a target at short range.

Vs. No Armor

100 - 3d6

‍110 - 4d6

120 - 5d6

130 - 6d6

140- 7d6

150 - 8d6

Crit. Treshold:
120

Vs. Light Armor

100- 2d6

110 - 3d6

120 - 4d6

130 - 5d6

140 - 6d6

Crit. Treshold:
125

Vs. Medium Armor

90 - 2d6

110 -3d6

130 - 4d6

150 - 5d6

Crit. Treshold:
130

Vs. Heavy Armor

85 - 2d6

120 - 3d6

145 - 4d6

Crit. Treshold:
135

Secondary Attack

Jagged Dagger 55 (P)

A crude, chipped blade used in frantic close-quarters jabs, tearing shallow but painful wounds.

Vs. No Armor

90 - 2d6

100 - 3d6

‍110 - 4d6

120 - 5d6

130 - 6d6

140- 7d6

Crit. Treshold:
120

Vs. Light Armor

85 - 2d6

100 - 3d6

115 - 4d6

135 - 5d6

150 - 6d6

Crit. Treshold:
130

Vs. Medium Armor

80 - 2d6

100 -3d6

120 - 4d6

140 - 5d6

Crit. Treshold:
135

Vs. Heavy Armor

70 - 1d6

100 - 2d6

130 - 3d6

150 - 4d6

Crit. Treshold:
145

Third Attack

Vs. No Armor

Crit. Treshold:

Vs. Light Armor

Crit. Treshold:

Vs. Medium Armor

Crit. Treshold:

Vs. Heavy Armor

Crit. Treshold:

Related creatures sharing area, DNA etc.

No items found.

Treasures often found on or near