Wildren

Over time, the petitioners (spirits of the departed) who arrive in the Wilderness of the Beastlands acquire animal traits, eventually becoming celestial beasts or animals. Some instead mingle with the beasts they will one day become, creating new races that are perpetually half-animal, half-humanoid. Prominent among these are the wildren, beings descended from the union of partially transformed dwarf petitioners and celestial badgers.

Prowling the darkest forests of Karasuthra, the Beastlands' lowest layer, wildren build elaborate underground burrows, which they defend, out of a commingled racial memory, to the death. Often short-tempered and vengeful, wildren generally live solitary lives, emerging only occasionally from their burrows to hunt and seek mates.

Ability Adjustments: +4 Constitution, -2 Dexterity, -2 Charisma
Favored Class (Barbarian): A multiclass wildren's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities:

- Medium creature
- 20' base speed. He can move at this speed even when wearing medium or heavy armor
- Level Adjustment: +1
- Darkvision
- Scent
- Two 1d4 claw attacks
- Stability - +4 bonus to resist being bull rushed or tripped
- Fury (Ex) - Once per day, a wildren who has taken at least 1 point of damage can choose to enter a brief state of fury. The wildren gains +4 to Strength and -2 to Armor Class. The fury lasts for 1 round.
- Outsider: Wildren count as outsiders for the purpose of spells.

Racial Feats
Darkvision
Outsider
Scent
Fury