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Role: Race Base Stock: Horse
MCC Stat Block: Equinoid 'Man-Beast' (1d10 (5)): Init +10; atk horn melee +6 (1d7+2); AC 13; HD 14D5 hp 42 each; MV 30' ; 1d20+1d20; SV Fort +3, Ref +3, Will +3 Mutations: (P) Energy Absorption, Heightened Precision, Regeneration, Ultravision(M) Mechanical Genius, Life Leech, Summoning
Number Appearing: 1d10 Morale: 10 Hit Dice: HD 14D5 Armor: 3 (AC 13) Size: Medium 2 Meters in Height
Movement: MV 30'
Attack: Horn melee +6 (1d7+2)
Frequency: Rare Organization: Team Activity Cycle: Day Diet: Herbivore Habitat: Mountans, in caves or underground shelters Tech Level: 2 - 7 Artifacts: Tech level 2 or 3. Favors flamethrowers and Paralysis Rods
Equipment: An equinoid is generally armed with at least one Tech Level 3 or 4 weapon, usually a paralysis rod and flamethrower
Reactions: No known interactions
Behavior: Behavior modeling incomplete
Behavior: Behavior not recorded
Society: Equinoids seek to rebuild an advanced civilization modeled on that of the Ancients; they are thus sympathetic to the Restorationsis.
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