Tarq
| Statistic | Value |
|---|---|
| Climate/Terrain | Any hills and subterranean |
| Frequency | Uncommon |
| Organization | Tribal |
| Activity Cycle | Day |
| Diet | Omnivore |
| Intelligence | Very (11-12) |
| Treasure | M (D, U) |
| Alignment | Chaotic neutral |
| No. of Appearing | 5-50 (10-100 in lair) |
| Armor Class | 6 (8) |
| Move | 8 |
| Hit Dice | 3+2 |
| THAC0 | 17 |
| No. of Attacks | 1 |
| Damage/Attack | 1-8 or by weapon type |
| Special Attacks | Nil |
| Special Defenses | Nil |
| Magic Resistance | Nil |
| Size | L (10' tall) |
| Moral | Average (8-10) |
| XP Value | 120; young: 65; archers: 175; guards: 275; shield guards: 420; leader: 650 |
Description
Tarqs (pronounced TARKs) are large humanoids that dwell in hilly regions in tribes of up to 100 in number; they have adapted to life in any climate. Tarqs also thrive is subterranean locations; their lairs are always underground.
Tarqs average about 10 feet in height and resemble a cross between an ogre and a hill giant; in fact, it is rumored that tarqs are a cross breed of these two creatures. They have brown, tan, or olive green skin and long, dark hair; their eyes are usually black.
Tarqs speak their own language, as well as those of several other humanoids such as orcs, ogres, goblins, and giants.
Combat
Although tarqs appear quite formidable, they are not nearly as powerful as their appearance might suggest. They are timid and even cowardly in combat, and prefer to use surprise and ambush tactics - if they fight at all. They try to avoid combat entirely or flee from foes; this is especially true if a single tarq is encountered alone. Tarqs are also not as strong as other creatures of similar size: they have few hit dice, and gain no strength bonus in combat; their natural armor class is poorer than other comparable creatures.
Tarqs use a variety of weapons, including swords of all types, maces, axes, and most polearms; archers use light crossbows or longbows. Tarqs have a natural armor class of 8, but most use leather armor, which lowers their AC to 6.
Habitat
Tarq tribes can be found in hilly terrain in any climate, as well as in subterranean settings. Lairs are underground, and are usually deep within a hilly region, well-hidden from outsiders. A typical tribe contains 80-100 members. Approximately half these are adult males, a quarter are adult females, and the remaining quarter are young tarqs. There is no appreciable statistical difference between the sexes, but young tarqs have only 2+1 hit dice, and a THAC0 of 19. Females and young will normally be encountered only inside the lair. A tarq tribe is ruled by the strongest adult male.
Tarqs of different tribes usually will not interfere with one another - they do not contest with each other as orcs and goblins do. If two tarq tribes have a dispute, it will be handled dimplomatically, if at all possible. In times of great need, two or more tarq tribes may band together in order to defeat a common enemy, or solve some other problem.
Tarqs prefer to be left alone, and will not attack outsiders unless their lives are in danger or their lair is threatened. They hunt small animals, but also gather herbs and berries, and have even been known to participate in primitive farming practices.
Archers
For every group of 25 tarqs, five will be archers; these are normal tarqs armed with short swords and either a longbow or a light crossbow, instead of the normal weaponry.
Guards
The lair and its vicinity is protected by 10-20 elite warriors; these guards carry a missile weapon (as per archers) in addition to the normal armament. They wear hide armor (AC 4) and have 4+2 hit dice and a THAC0 of 17.
Leader
For every group of 20 tarqs, there will be a leader present. Leaders will own the finest weapons of the tribe, and even have a 20% chance of possessing a magical weapon of some sort. They wear chain mail (AC 3), have 6+2 hit dice, and a THAC0 of 15. The strongest leader is also the chieftan of the tribe. Leaders will have in their possession, 1d2 miscellaneous magic items usable by the fighter class.
Shield Guards
A leader is rarely (10%) without his shield guard. This group is comprised of 5 elite guards whose duty it is to protect or "shield" their leader from harm; they sware an oath of loyalty to their leader, and will protect him to the death. Their equipment and statistics are similar to that of a leader, except they have 5+2 hit dice, and only have a 10% chance of owning a magical weapon (they will possess 1d2 miscellaneous magic items.)
Ecology
Tarqs have an average lifespan of 90-100 years. They have a gestation period of 11 months; female tarqs normally give birth to 1-2 offspring. The birth rate and infant mortality rate are relatively low compared to some other humanoids, since they engage in warfare less often, and generally have better living conditions than orcs, goblins, et al.
While tarqs prefer to live in isolation from the world around them, they are often marked as targets by orcs, ogres, hobgoblins, and their ilk, despite their large size. These humanoids take advantage of the tarqs' timid nature in any way they can; tarqs are killed at times solely for sport by these creatures.