HD 2 Defense leather Tail Slam* 1d6 or 1d8
Move slow Int 5 Morale 8
Cannonball: Cannon lizards have an organic cannon tube that runs from their mouth to the tip of their tail. Each cannon lizard has an iron cannonball (size of two fists) that it keeps at the tip of its tail. It is capable of propelling this cannonball out of its mouth (via peristaltic contractions) as fast as a cannon fires. The fired cannonball does 3d6 damage to everything in a 200' line, Dex check for half. The lizard must then re-swallow the cannonball if it wants to reuse this ability. (It only has 1 cannonball). When it has no cannonball in its tail, its tail slams do merely 1d6 damage.
HD 1 Defense leather Pincers 1d6
Move as human Int 7 Morale 6
Hiss: Once per day, 6 dungeon bugs can hiss in unison. Those that hear the hiss must save or be instilled with some of the primordial insect impulses. Treat this as a command spell that lasts for 1 minute, or until it has been successfully carried out (therefore removing the source of stress). Roll a d3:
- Extinguish all light sources!
- Hide underneath some furniture! Or at least between some furniture and the wall!
- Bite your enemies to death with your own mouth! Then (try to) lay eggs in their corpses!
HD 9 Defense unarmored Psuedopod 1d8 + grab
Move as dwarf Int 1 Morale 10
Special anti-intelligence field, devolution beam
Anti-Intelligence Field: 30' radius. Spellcasting requires an intelligence check. If the check fails, the spell is not lost, but instead remains in memory. Characters AND PLAYERS may not speak or think in polysyllabic words. For every polysyllabic word the PLAYER says, their character takes 1 damage for every syllable beyond the first. This represents their brains overheating.
Devolution Beam: 1/day. 200' long. All targets in the beam must save or devolve. This grants them +1 to hit and -1d6 for intelligence. They also become unable to speak except through primate screeches and hoots.
HD 1 AC leather Move as human
Weapon 1d8 Int 10 Morale 7
Tusk people with 7 HP are the shamans. They are marked by red string twined around their tusks and the cow skull masks that they wear. They can cast acid arrow once per day. Whenever they lock eyes with someone (single target each round as free action, gaze attack) and take damage, the damage is mirrored onto the other person.
Tusk people with 8 HP are the leaders. They are marked by the breastplates that they wear and the elaborate scrimshaw on their tusks.