Most images and artwork copyright 1999-2001 Claudio Pozas. Used with permission.
A sort of catch-all category, the "Monstrous Breeds" are generally unrelated to one another or anything else. They have mysterious origins, inscrutable societies, and generally have little interaction with the mundane world at large. Many are sentient predators, too smart to be simply called monsters, but too alien to be interacted with in a normal way.
Reptilekind (30 points) have long snouts and thick tails, and resemble small dinosaurs with hands. There are numerous varieties, generally varying in size and speed... some look like crocodilians, others like velociraptors.They’re stronger and faster than humans but generally not as smart. Most prefer hot places (on average, they’re comfortable between 47° and 135°), far from human habitation. The typical Reptilekind is a carnivore, though they rarely hunt sentient beings for food - they are not averse to the flesh of humans, they just find unintelligent prey is easier to hunt. They are quite able to use metal tools, though most do not - desert dwelling reptile-kind are more likely to have metal weaponry than the swamp dwellers. Reptilekind have normal height for their modified ST, and weigh 30 lbs. more than humans of that height. Their physique prevents them from wearing armor fitted for humans (and vice versa). Some varieties are optimized for desert movement while others are at home in steaming swamp; select this Terrain Adaptation during character creation.Attribute Modifiers: ST+2 [20]; IQ-1 [-20]; HT+1 [10].Secondary Characteristic Modifiers: Basic Move+1 [5].Advantages: Claws (Sharp) [5]; Damage Resistance 2 (Tough Skin, -40%) [6]; Nictitating Membrane 2 [2]; Peripheral Vision [15]; Striker (Tail; Crushing; Clumsy, -2 to hit, -40%)[3]; Teeth (Sharp) [1]; Temperature Tolerance 3 [3]; Terrain Adaptation (Sand or Swamp) [5].Disadvantages: Disturbing Voice [-10]; Social Stigma(Monster) [-15].
Features: Armor isn’t interchangeable with human armor.Blue, brown, gray, or green scales. Born Biter. Cannot learn non-reptilian languages above Accented level.
Trolls (171pts) are a special case, perhaps the most terrifying of the bipedal races. They are not related to either Orcs or Goblinoids, though they are known to be inter-fertile with both. Trolls are walking killing machines. They are as strong as ogres, possess keen senses all around, and regenerate wounds at a mind-boggling rate. They are essentially two legged sharks. They are intelligent to a degree, and able to use weapons and tools, though they rarely need to. Trolls are equipped with enormous talons and teeth, and will attack fearlessly nearly any creature no matter how large. The only certain ways to kill a troll are acid and fire. Trolls have an extremely hardy metabolism, and are able to eat anything and adapt to almost any environment given time. It is conjectured that trolls represent some infusion of demonic blood into more mundane creatures... their magical nature, fear of sunlight, and avoidance of holy ground all bear this out. Strangely, trolls can be found in service of powerful masters, as they are not averse to anything that gives them more opportunities to kill. A few older trolls are exceptionally large; they seem to grow more in the limbs than the body, becoming weirdly gangling figures. Their SM may become +2, and they may gain another level of Long Arms, along with considerably greater ST.Attribute Modifiers: ST+8 (Size,-10%) [72]; DX+1 [20]; IQ-1 [-20]; HT+2 [20].Secondary Characteristic Modifiers: SM +1; HP+4 (Size, -10%) [8]; Per+3 [15]; Basic Move+1 [5]; Water Move+1 [5].Advantages: Acute Taste and Smell 1[2]; Blunt Claws [3]; Breath Holding 3 [6]; Damage Resistance 2 [10]; Dark Vision [25]; Discriminatory Smell [15]; High Pain Threshold [10]; Immunity to Disease [10]; Injury Tolerance (No Vitals) [5]; Long Arms (+1 SM)[20]; Pressure Support 1 [5]; Recovery [10]; Sharp Teeth [1];Slow Regeneration (Not Fire or Acid, -20%) [8]; Temperature Tolerance 3 (Centered at 50°)[3]; Unfazeable [15]; Universal Digestion [5].Disadvantages: Bloodlust (12) [-10]; Callous [-5]; Curious (15) [-2]; Gluttony (9) [-7]; Loner (12) [-5]; Monstrous [-20]; Odious Racial Habit (Eats other sapients) [-15]; Vulnerability (Fire or Dehydration,x2) [-30]; Vulnerability (Heat or thirst, x2; Fatigue Only, -50%)[-15].Racial Skills: Brawling (E) DX [1]-11; Stealth (A) DX-1 [1]-10; Swimming(E) HT [1]-12.Quirks: Intensely dislikes full daylight and dry conditions [-1], Avoid High Sanctity areas.
Hasherah (91 points) are a race of insect-folk sometimes known as “mantis warriors.” Fierce hunters and faultless trackers, the Hasherah are inscrutable, alien creatures; those who do not know them well believe them to be bloodthirsty monsters. Nomadic folk who spend their brief lives roaming vast distances of the deserts, scrub lands, and savannas of the west, Hasherah are near-perfect hunters. Hasherah speak their own language, Hasherah, which is composed of clicks, whistles, and snaps of their mandibles. A Hasherah resembles a bipedal praying mantis. Its body’s exoskeleton is generally earthtoned, tan or green depending on the dominant coloration in the Hasherah's home region. Of the body’s six limbs, the lower two are used for walking, and the upper four end in four-fingered, clawlike hands. Hasherah have large, dangerous mandibles and compound eyes. Two small antennae sprout from the tops of their heads. They wear little clothing beyond simple harnesses for carrying weapons and equipment. Hasherah view themselves as noble hunters and judge other folk on the simple relationship of predator to prey. The mantis warriors generally regard city folk and farmers of other races as not-hunters, and therefore not worth their attention (but also unworthy of their enmity). Hasherah like it hot. They favor warm, dry climates, especially arid grasslands and plains that most other folk consider uninhabitable. Since they are a nomadic race, they make no permanent settlements and travel light, carrying little more than tools and food from camp to camp. Hasherah strongly favor a shamanic tradition instead of the myriad deities of other races. Hasherah shamans serve as the spiritual leaders of the race. Attribute Modifiers: DX +2 [40]; IQ -1 [-20].
Secondary Characteristic Modifiers: Basic Move +1 [5]; Basic Speed +0.5 [10]; Per +2 [10].
Advantages: Affliction 1 (Paralytic Venom: HT; Follow-Up, Teeth or Striker, +0%; Paralysis, +150%) [25]; Damage Resistance 4 (can't wear armor, -40%) [12]; Doesn't Sleep [20]; Extra Arms 2 [10]; Fangs [2]; Sharp Claws [5]; Super Jump 2 [20]; Vibration Sense (air) [10].
Disadvantages: Low TL -2 [-10]; Odious Racial Habit (eats other sapients) [-15]; Short Lifespan 1 [-10]; Sense of Duty (Clutch) [-5]; Vow (only own what they can carry, no concept of money) [-15].
Quirks: Consider halflings and dwarves delicious; see everything in terms of "the Hunt"; test those they interact with to see if they are "worthy".
Image of "Hasherah" stolen from http://blackmarches.wikidot.com/krik-tik-tik because it is perfect