The Grue are a nearly-savage race of the Underground. The Exiled Empire conquered the more civilized factions and incorporated them into their society, but pockets of barbarian Grue still raid small hamlets and mushroom farms from time to time.
Physically, Grue are newtish, slimy lizard men with elongated limbs, a short, thick torso, and bulbous eyes. Their mottled skin comes in many colors, oranges and greens and blues, but dark browns and grays are the most common. Grue are omnivorous but prefer red meat, which they rip apart with their short but sharp teeth.
Grue society is dualistic, split along gender lines - each family is ruled by its egg-mother, but tribes are governed by a male chieftan. Grue shamans are male, but Grue gods are female. Grue craftsmen are male, while Grue artists are female. Player character Grue tend to be those who reject these customs.
Grue
Strong: A Grue's wiry limbs belie great strength. They begin with a d6 in Strength, which they can raise to d12+1 through advances.
Infravision: Darkness is their ally. Grue halve penalties (rounding down) caused by normal non-magical lighting.
Light Sensitive: Grue are susceptible to bright light. Anything brighter than a couple of torches or moonlight inflicts a -1 penalty on all Trait rolls.
Amphibious: Grue are semi-aquatic. They can spend a number of minutes underwater equal to ten times their Vigor die before checking against suffocation; check every 30 minutes after the initial dive. Grue prefer damp spaces but unlike many amphibians do not have to spend a certain amount of time in the water each day.
Outsider: Their appearance and savage cousins don't help Grue at all. They have the Outsider Hindrance.