
Tigerfolk                     jimv/1996
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Frequency: Common             Habitat: Varies
# Appearing: 2-12             % in Lair: 30%

Move: 12"                     Size: L
Intelligence: Average         Alignment: Neutral

Hit Dice: 7                   Thaco: 13
Armor Class: 6                Magic Resistance: Standard
# of Attacks: 3               Damage/Attack: d4+1/d4+1/weapon
Special Attacks: None         Special Defenses: None

Treasure Type: B              Experience: 225+8/hp

Tigerfolk, as their name suggests, are a strange mannish-tiger
crossbreed, similar in some respects to the Centaurs. They have
four legs and the body of a tiger, but their main torso is
humanoid is structure. Legend has it that they originated long
ago through divine intervention, however, some sages believe they
are the offspring of a certain class of lycanthropes. Whichever
the case, the Tigerfolk have proven themselves a powerful race of
beings, highly adaptable to a wide variety of climates, and
formidable in combat.

Though they move at 12", they are able to sprint at 18" for one
of every three rounds. They attack with front claws and a weapon.
Their weapons generally include axes, bows, spears, swords, and
polearms.

They typically live in small family groups of under a dozen,
roaming the plains hunting medium-sized game such as deer, wild
boar, and various cattle. Also, it is not unknown for them to
raid human settlements, particular farms where livestock are
raised. They realize the danger of reprisals, however, and don't
usually resort to such tactics unless driven by starvation.

Occasionally, many Tigerfolk groups will band together to form a
tribe, usually for the purpose of waging war or defending an area
from intruders. Such clans can number over a hundred strong and
are ruled by a council composed of one member from each family.
Occasionally, when the Council deadlocks on some important issue,
each side will choose a champion, and a blood contest will decide
the victor. Fortunately, such massive groups of Tigerfolk are
usually short-lived, as by tradition, the side which loses the
contest may choose to break away from the Clan rather than accept
the defeat.

While some humans view the blood contest as a silly way to decide
issues of leadership, it does keep the Tigerfolk from waging war
against each other (for one of their kind to kill another outside
of the blood contest is nearly unheard of, and the punishment is
exile). Furthermore, their fluid system of government, which is
never stronger than a loose confederation of families at best,
also serves to ensure that poor leaders never sustain a
following, and that no single individual ever rises to a position
of ultimate authority over any substantial group.

Though Tigerfolk tend to shy from humans and elves, some bands
will occasionally engage in trade, particularly for goods they
cannot make themselves or easily steal (wine, metal goods, tinder
boxes, rope, saddle bags, blankets, etc).

The Tigerfolk speak Mannish and can communicate at will with
tigers and other felines.

