Tul'k

Gaunt, bone-crowned mountain primitives descended from a cursed elf tribe, tul'ks ambush from shadow form, club with huge bony hands, and head-butt foes senseless.

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

Appearance

Standing as tall as a half-giant, a tul'k is a gaunt, primitive humanoid. The scalp has no skin or hair, so sun-bleached bone juts through the top of the head. A low brow and large nose give it a brutish caveman look, its skin is ashen gray, and humanlike body hair ranges from black to gray. Its tough, leathery hide gives it AC 6.

Combat

Tul'ks are strong and surprisingly crafty, favoring ambushes among the rocks, and when they have time to prepare they creep close in shadow form. Their oversized bony hands club for 1d8+1 (2-9), and long arms give them a +1 THAC0 bonus against creatures their own size or smaller. If a fight goes badly they may call on body weaponry, reshaping their hands into true weapons. Once per round they can also head-butt with the exposed skull for 1d10; on a 20 the victim saves vs. petrification or is knocked out for 1d4 rounds. Flesh armor stacks with their natural AC.

All their psionic powers come from Psychometabolism: the science shadow form, plus the devotions flesh armor, body weaponry and adrenaline control.

Habitat and Society

Tul'ks are what remains of a desert elf tribe that was degraded and transformed by a gleaming tower in the wastes. They are mostly found in mountains but sometimes elsewhere, roaming their home territory in bands of up to 20 and talking in grunts, growls and hand signs, the signs mainly in battle.

The largest, strongest male leads and fathers most offspring. Young sired by other males are raised until they can fend for themselves and then driven out, unless the child or its mother can chase the leader off when he tries to exile it. Survivors become rogues no clan will accept. A new leader pardons all offspring conceived before his rule. Tul'ks love gems and jewelry and guard their hoards fiercely, though seldom to the death; they keep no other kind of treasure.

Ecology

Primitive but not cruel, tul'ks are actually shy around most intelligent races and attack only for food. Raids on humans and humanoids happen mainly when other prey is scarce. They prefer rots, scream-hoppers and scale-runners.

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

Statistics

Climate/TerrainMountains
FrequencyUncommon
OrganizationClans
Activity CycleAny
DietOmnivore
IntelligenceLow (5-7)
TreasureQ
AlignmentNeutral
No. Appearing1-20
Armor Class6
Movement12
Hit Dice5+1
THAC015
No. of Attacks3 or 1
Damage/Attack2-9 (×2)/1-10 or by weapon
Special AttacksHeadbutt, +1 attack
Special DefensesNil
Magic ResistanceNil
SizeH (13' tall)
MoraleSteady (11-12)
XP Value270

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
41/1/3-/IF720

Psychometabolism - Science: shadow form; Devotions: adrenaline control, body weaponry, flesh armor.