Contributed by: Vincent N. Darlage.
"The man, who towered over even the tall Tuthmes, wore a large piece of scarlet cloth, hung like a toga from one shoulder. Although his skin was as black as jet, his features were narrow and aquiline, like those of the ruling caste. The woolly hair of his head was trimmed into a fantastic, crested shape." -- Robert E. Howard, L. Sprague de Camp and Lin Carter: "The Snout in the Dark"
Muru, a dusky adventurer from Kordafan, has control of a shambling boar-thing (see Conan: The Scrolls of Skelos). He is a tall black man with aquiline features. His woolly hair is trimmed into a fantastic crest.
He has a considerable amount of self-confidence, so much so that many would describe Muru as arrogant. He seeks out opportunities to test himself and his abilities -– he wants results and his drive to reach those results is utterly uncompromising. He looks for difficult tasks, unique assignments and important positions. Muru always takes on a situation with a self-important air and sees the situation through to the end -– he must see the result of anything he undertakes or he cannot feel satisfied.
Muru avoids routine work and is not interested in the details. Forceful and direct, he has little diplomatic skill. He dislikes group activities and is not interested in working on a team -– he wants independent control of any objective for which he has accepted responsibility. He will only seek out others to support his project if routine activities need to be done; it is better to have underlings doing the routine work than to have to bother himself with such mundane aspects of his project.
Muru is a quick thinker and is critical of those who take their time when coming to a decision. He will be persistent even in the face of aggressive resistance to his activities. Muru will also take command if the situation warrants it, even if he is not technically in charge.
Hit Dice: 9d6 (34 hit points)
Initiative: +5 (+2 Dex, +3 Ref)
Speed: 30 ft.
Dodge Defence: 15 (+3 level, +2 Dex)
Parry Defence: 13 (+3 level, +0 Str)
DR: 0 (no armor)
Attack: Knobkerrie +6 melee
Full Attack: Knobkerrie +6/+1 melee
Damage: Knobkerrie 1d8 (20/x2, AP 1)
Space/Reach: 5 ft (1)/5 ft (1)
Special Attacks: Sorcery styles
Special Qualities: Kushite traits, illiteracy, scholar, lay priest background, base power points, knowledge is power, +2 power point, advanced spell x9, increased maximum power points (triple)
Saves: Fort +3, Ref +5, Will +10
Abilities: Str 11, Dex 14, Con 11, Int 15, Wis 14, Cha 18
Skills: Bluff +10, Concentration +12, Craft (alchemy) +8, Craft (herbalism) +14, Decipher Script +5, Gather Information +7, Handle Animal +16, Hide +4, Intimidate +16, Knowledge (arcana) +14, Knowledge (nature) +14, Knowledge (religion) +8, Knowledge (nobility) +8, Move Silently +4, Perform (ritual) +16, Sense Motive +8, Survival +4
Feats: Iron Will, Noble Blood, Magical Power Attack, Ritual Sacrifice, Tortured Sacrifice
Code of Honour: None
Reputation: 20 (villain)
Base Power Points: 8 (4 base, +2 Wis, +2 bonus; 24 maximum)
Magical Attack: +8 (+4 level, +4 Cha)
Sorcery Styles: Counterspells, Divination, Nature Magic, Curses
Spells Known: Animal ally, astrological prediction, children of the night, control magical beast, control monstrous humanoid, curse of Yizil, greater summon beast, ill-fortune, lesser ill-fortune, rune of Jhebbal Sag, sorcerous garden, summon beast, visions, warding
Possessions: Knobkerrie, red toga.