Carrin
Large Monstrous Humanoid
Hit Dice: 8d8+24 (60 hp’s)
Initiative: +7 (+3 Dex, +4 Imprved Initiative)
Speed: 15ft, Flight 45ft (Poor)
Armor Class: 10 (-1 Size, +1 Dex)
Attacks: By weapon +10 (melee) or +8 (ranged), Quills +3
Damage: By weapon +3 (melee only), Quills 1d4+ poison
Face/Reach: 5ft x 5ft/ 10ft
Special Attacks: Mutations
Special Qualities: Mutations
Saves: Fort +7, Ref +7, Will +11
Abilities: Str 16, Dex 13, Con 16, Int 17, Wis 16, Chr 16
Skills: Animal Empathy (Blood Birds only) +7, Bluff +8, Diplomacy +8, Gather Information +7, Handle Animal (Blood Bird only) +7, Innuendo +7, Intimidate +7, Listen +11, Search +7, Spot +11
Feats: Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will
Climate/Terrain: Any Temperate
Organization: Clans numbering anywhere from 20 to 80 members with patrols numbering from 2 to 6 members
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement Range: By character class

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

Combat:
Carrin prefer not to actually take part in battle, but to control the flow of the battle through servants (usually Blood Birds).  They use their mutations to discern their foe’s moves and then send tactics to their servants.  When forced to defend themselves they do so with weapons and their own poison quills.

Mutations: All carrin have the following mutations: Natural Attack (quills), Poison Attack, Contact, and Telepathic Scan

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

Characters:
Most carrin are terrifying wizards that use their magic to their own devastating advangate.