Narf
No. Enc.: 3d6 (3d10+20)
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 7
Hit Dice: 1
Attacks: 1
Damage: By weapon
Save: L3
Morale: 8
Hoard Class: IXMutated from ancient white mice, the Narf now live in colonies of skittering bipedal idiocy. Though mutated into bipedal existence, they have only developed a marginal sentience. Possessed of all the intelligence of an 8-year old pure human, a Narf can manage simple construction and manipulation of rudimentary tools. Their colonies are barely more than jumbled collections of trash and poorly constructed shanties, piled atop one another into haphazard layers. Underneath this heap will often be found a warren of tunnels where they keep their young and anything of value, usually sophisticated items that boggle their feeble minds. Fortunately the Narf intellect serves as a counter to their massive reproductive ability.
Despite their nearly pointless existence, the Narf do have a few gifts granted them by their mutant existence. Narf olfactory capabilities are amazing, allowing them to root out food, locate one another, or track anything that strikes their fancy. Also, as odd as it may seem, Narf seem to have little difficulty communicating with other creatures, peoples and beings. Perhaps they are just too stubborn or foolish to know better.
The biggest dangers posed by the Narf are their numbers and their bumbling. Because of their great numbers and high birth rate, a population of Narf can easily outgrow the food supply of an area forcing them to resort to banditry and out and out conquest just to survive. Settlements too near a Narf warren are doomed to eventually find themselves invaded by their mentally deficient neighbors.
The intellectual limitations of the Narf often prove themselves most troubling when it comes to these creatures encountering high-tech items or facilities. The curiosity of the beasties or their outright lackadaisical regard for anything remotely imposing or dangerous allows for them to bumble their way into the worst possible situations. It is not unheard of for a Narf to accidentally activate a dormant Death Machine or throw the lever that will release the water held back by a damn, flooding a region. In some regions there are tales of Narf having caused the apocalypse.
Mutations: Increased Sense – Smell, Increased Caloric Needs, Atrophied Cerebellum, Universal Communication.
I can see some hilarious encounters with these guys!
ReplyDeleteHow do you handle the tough as nails party that is uber equipped to the max! Have them go up against the Narf!