Hunched, three-fingered reptilian raiders of the desert world who leap 20 feet into battle with obsidian spears and consider humans and demihumans the finest meat.
Gethrak look like an unsettling blend of elf and lizard: gaunt and gangly, with spindly legs and long dangling arms. Each hand has three fingers and no thumb, yet they handle tools and weapons well, and every finger and toe ends in a sharp claw. Straightened, a gethrak would stand nearly 7 feet, but its permanent hunch leaves most looking about 5 feet tall.
They prefer to strike in numbers, a leader often opening with a psionic attack before the whole band rushes in, many covering the last 20 feet in a single bound that grants +2 to hit in the first round. Their big spears carry broad, razor-edged obsidian heads (1d6-1) and are swung to chop and slash rather than thrust. Many wear shellback-lizard plate of their own make (AC 6), guarding their exposed backs above all.
Tribes are led by whoever has the strongest psionics, and that leader hands out every other role. A group of 25 has a 5 HD chief, 50 a 6 HD chief, and any tribe topping 100 a 7 HD chief, each with hit points and THAC0 for its Hit Dice and psionics roughly equal to a psionicist of that level. Only leaders of 25 or more have psionic powers, and they vary widely, growing with Hit Dice. A typical set: telepathic sciences tower of iron will and project force with devotions contact, mind thrust and id insinuation; the psychokinetic science telekinesis with devotions control flames, control body, ballistic attack, animate shadow and animate object.
Shamans of up to 4th level travel with and sometimes rule tribes, though their faith is little understood. Reliable witnesses report wizards (defilers) as high as 4th level, and rumor speaks of a few at 6th, which would be exceptional. They lay eggs, about 1d6 per clutch, and are said to keep hatcheries of hundreds or even thousands of nests.
Mountain tribes hold a canyon or valley and live in underground lairs; those in the city-state heartlands roam as nomadic hunters, following game. They readily attack humans and demihumans, their favorite food, and when starving will even go after mantis warriors, who taste foul and usually get away.
More: Monsters starting with G · Dark Sun monsters · All monsters A-Z
Related: Vorthani Pirate
| Climate/Terrain | Arid tablelands and mountains |
|---|---|
| Frequency | Uncommon |
| Organization | Tribal |
| Activity Cycle | Day or night |
| Diet | Carnivore |
| Intelligence | Average (10) |
| Treasure | M (I) |
| Alignment | Chaotic evil |
| No. Appearing | 10-100 |
| Armor Class | 8 |
| Movement | 10 |
| Hit Dice | 3 |
| THAC0 | 17 |
| No. of Attacks | 1 or 2 |
| Damage/Attack | By weapon or 1d4/1d4 |
| Special Attacks | Springing |
| Special Defenses | Nil |
| Magic Resistance | Nil |
| Size | M |
| Morale | Steady (12) |
| XP Value | 175 |
| Level | Dis/Sci/Dev | Attack/Defense | Score | PSPs |
|---|---|---|---|---|
| 5 | 2/3/10 | II,MT/M-,TW,MB | 16 | 80 |
Telepathy - Sciences: tower of iron will, project force; Devotions: id insinuation, mind thrust, contact.
Psychokinesis - Science: telekinesis; Devotions: animate object, animate shadow, ballistic attack, control body, control flames.