Claw-Runner

Ostrich-like desert reptiles with clawed forearms that carry riders and cargo across the wastes, and a heavier war breed that rams foes at full sprint.

Setting: Dark Sun · Sources: Dark Sun Appendix II - Terrors Beyond Tyr; Dragon185

Appearance

Claw-runners resemble huge scaly ostriches, yellow to red with other hues on flank and belly, with vicious claws on their forearms. They see poorly, smell superbly and can sprint for long stretches.

Combat

A claw-runner kicks with both hind legs for 1d6 points of damage each, slashes with both forearms for 1d4 each, and bites for 1d8 (1d4 for a chick). If both forearms connect, it has hold of its target and gets an automatic bite for double damage.

The heavy breed hits harder: 1d8 per hind claw, 1d6 per forearm and 1d10 for the bite. Alone or with a rider, it can make a ramming charge if it has 60 feet of open ground before its target, dealing 3d8 points of damage. On a miss it keeps charging for its whole movement or until it hits an obstacle; striking something immovable deals 1d10 damage to the beast itself. Owners often add forearm blades (2-7 damage) and barding, priced at 20 cp for cloth (AC 3), 55 cp for 30 pounds of partial leather (AC 2) and 130 cp for 100 pounds of full leather (AC 1).

Habitat and Society

Wild herds average 30 head across the desert world's wastes and scrub, led by a 6 HD male with AC 3. Merchant houses rely on them as mounts and beasts of burden. Young birds train readily for riding, but captured adults (never leaders) have only a 10% chance. Heavy loads slow them, and overloaded ones will not budge.

The heavy breed has extra scale armor over head and upper body and claws that may be filed or capped with glass or metal. Kept in pens or with caravans and war bands, it must be separated from the common kind in battle or the two will fight.

Ecology

Claw-runners eat anything. Each female lays a single egg a year, and the chick can run and fight within minutes of hatching. Tame heavy ones breed as owners allow; wild ones interbreed with common herds, and in a few generations the line is indistinguishable.

More: Monsters starting with C · Dark Sun monsters · All monsters A-Z

Statistics

HeavyNormal
Climate/TerrainSandy wastes, stony barrensDesert, scrub plains
FrequencyRareCommon
OrganizationHerdHerd
Activity CycleDayDay
DietHerbivoreHerbivore
IntelligenceAnimal (1)Animal (1)
TreasureNilNil
AlignmentNeutralNeutral
No. Appearing1-6 (1d6)5-30 (5d6)
Armor Class44
Movement1824
Hit Dice6+64+4
THAC01315
No. of Attacks55
Damage/Attack1d6/1d6/1d10/1d8/1d81d4/1d4/1d8/1d6/1d6
Special AttacksRamGrapple
Special DefensesNilNil
Magic ResistanceNilNil
SizeL (12'+ tall)L (10'+ tall)
MoraleSteady (11)Steady (11)
XP Value2,000420