The Thrunefang Cannibals

The Thrunefang tribe is descended from the original crew of the Thrune’s Fang, and consists of 22 cannibals, an old witch named Malikadna, and their chieftain, Klorak the Red. The exact number of cannibals present depends on whether the camp is preparing for a feast (as is the case if they’ve captured any PCs or NPCs). In the days leading up to a feast, all of the cannibals on the island are present, but at other times, only 12 cannibals are present at the camp, with the remaining cannibals elsewhere on the island gathering water, hunting, or patrolling.

Cannibals: The Thrunefang cannibals are deeply tanned and decorate themselves with scars, particularly pentagram-shaped scars. They keep their teeth filed to sharp points and their wild-eyed expressions do much to evoke their mental instability. Deformed children are common, given their incestuous unions, but those who are too malformed are universally offered to the Red Mountain Devil.

Thrunefang Cannibal (raging) CR 1/2
XP 200
Human Barbarian 1
CE Medium humanoid (human)
Init +2; Senses Perception +5


AC 16, touch 15, flat-footed 14 (+1 shield, +2 Dex, +5 untyped)
hp 14 (1d12+7)
Fort +6, Ref +2, Will +3


Speed 45 ft.
Melee light shield bash +14 (1d3+4/×2) and
javelin +10 (1d6+4/×2) and
broken scimitar +12 (1d6+2/18-20/×2) and
unarmed strike +14 (1d3+4/×2)
Special Attacks rage


During Combat The cannibals rage on the first round of combat and charge, if possible. They only use their javelins if they are unable to charge any foes or if an opponent is completely surrounded.
Morale Fanatic and insane, the cannibals fight to the death if encountered in their camp. If encountered in the wilds, they flee if reduced below 5 hit points or if they run out of rounds of rage.


Str 18, Dex 15, Con 19, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +14; CMD 20
Feats Fleet, Toughness
Skills Acrobatics +5 (+9 jump), Climb +7, Perception +5, Stealth +2, Survival +5, Swim +7
Languages Common
SQ fast movement
Other Gear Light wooden shield, Javelin (3), Scimitar

Special Abilities

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

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