Ark
Large Humanoid (Lupin Mutant)
Hit Dice: 5d8+15 (37 hp’s)
Initiative: +0
Speed: 35ft
Armor Class: 13 (-1 size, +2 natural, +2 Leather armor)
Attacks: By weapon (usually great axe, spear, or longbow) +7 (melee) or +4 (ranged), Bite -1
Damage: By weapon +3 (melee only), Bite 1d6+3
Face/Reach: 5ft x 5ft/ 10ft
Special Attacks: Mutations
Special Qualities: Mutations
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 16, Dex 10, Con 16, Int 13, Wis 14, Chr 13
Skills: Knowledge (Military Tactics) +5, Listen +6, Spot +5
Feats: Power Attack, Track
Climate/Terrain: Any forest, hills, plains, and mountains
Organization: Pack numbering anywhere from 7 to 16 members
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement Range: By character class

See the Gamma World campaign setting for Alternity for more information.

Combat:
Arks are excellent warriors.  They know where and when to set an ambush and when to retreat.  

Mutations: All arks have the following mutations: Life Leech, Telekinesis, and Severe Phobia (Flying creatures with wingspans of over 3 feet).  Arks are not immune to their own life leech powers, but it does not stop them from using it since it mostly cancels itself out.

Society:
See the Gamma World campaign setting for Alternity for more information.

Characters:
Arks prefer the class of fighter above all others.  Some clans may consist of most barbarians while other may be rangers, but the majority of ark clans consist of fighters.