Species: Muhrarr(s)

Pronunciation~ Muh-RARR; muhr-RARR; moo-RARR; moo-HRARR; MRRR

Height at Shoulder~ 5 to 8 feet

Weight~ 1200 to 2200 lbs.

Length Without Tails~ 8 to 16 feet

Length With Tails~ 40 to 80 feet

Colours~ Any earth colour with any type and earth tone of marking. Eyes are gold, silver, or some other metallic colour. Fur is often ticked — meaning the last inch or so of the fur is a different colour than the rest of the hair. (Note — the ticking/ticked colour is the colour which tips the fur, while the base colour is, well, the base colour. A good way to state colour is silver-ticked black, for example. The base colour is black and the ticking is silver.) Markings don't tend to be subtle, like tiny rosettes or flecks.

Temperment~ Genetically engineered by the Shee to be the absolute best of all fighter-creatures, their mentality is a little messed-up. They have an inherent sense of justice, rightness, honour and pride, but also an insatiable curiosity and a lust to kill. Their temperment can be anything under the sun, moon, or stars, which can be deadly at times, as most Muhrarrs tend to be very moody. Some of their defenses that are controlled by mental power and unaccessible to certain individuals who are weak-willed or otherwise stupid - but this is rare.

Description~ Muhrarrs are heavily built, very powerful quadrupeds. Their jaws are like a big cat's, except very elongated, giving them a horrifyingly powerful bite and a somewhat broad, odd-looking muzzle. They also have saberteeth behind their normal fangs, which can be retracted to settle in sheathes in the top jaw. Not only do they have 'normal' fangs, retractable saberteeth, but they have small 'needles' positioned behind their saberfangs. These needles can descend and prick a held-creature's flesh, injecting either a tranquilizer or a fatal acid-poison. Over their eyes hang two short, downwards-pointing horns of a few inches length. Translucent and hollow, these horns obscure their vision - or so you would think. In fact, by subconsciously altering the chemicals flowing through the horns, they can change their range of vision from infrared, to 'normal' spectrum, up to ultraviolet light at will. Their ears are broad and fox-like, but are on slender, mobile 'stalks', thus enabling them to flick any which way easily. Their nostrils are horse-like. Males also have serrated horns, bull-style, which can reach five feet in length and are very sharp-tipped. Their horns grow forward, out of their 'temples'. Both genders have a short, five-six inch horn in the middle of their forehead, between and above their eyes. It's smooth, sharp on both sides, and shaped rather like a gently-curving dagger. This horn can shoot bolts of powerful electricity up to ten meters away, but plunged into the flesh of a non-Muhrarr and 'activated' it is unalterably fatal. However, to another Muhrarr, the shock will instantly heal all wounds, including internal damage, but cannot cure disease or sickness. Unfortunately though, if the Muhrarr is dying, all the shock does is provide them a quick and painless death. They have eyeclaws, set behind their eyebrow-bones, that are around six-eight inches long, curved, razor-sharp, and able to be extended on a lithe, prehensile 'tentacle' which is about three-four feet long. They have a long, arched neck (not giraffe long, but longer than feline or canine, even a bit longer than equine) with the aforementioned shaggy mane. The internal parts of the neck are near the center of the throat, under layers of muscle, for protection.

Hugely shaggy and either kinked or wavy, their fur is at least five-six inches long, but on the backs of their limbs, their stomachs, chests, as a mane, it can reach over to two feet in length. The length isn't smooth, either, it appears erratically layered. This fur is wiry but not course, and is inflammable and nearly impossible to slice. The fur is 'intelligent', to an extent. When attacked, the fur tangles around blades, claws, or teeth — the best way to injure a Muhrarr is to stab them at a right angle to their hide. The fur not only tangles, it weaves and plaits so that often enough, the opponent can't pull away. Also because of this, the fur never needs brushed, as it untangles itself. Their fur is also a horrid conductor, so electricity or energy must contact actual skin to have much effect at all. Their hide, underneath the fur, is hard yet flexible, made up of small, octagonal 'scales' which are nearly impossible to slice. It takes a lot for something to rip a Muhrarr open, and their powerful muscles and quick-flowing blood even protect against bruising and breaking bones. Their fur can also, when needed, stiffen into sharp-tipped spikes and be shot out, then instantly regenerated. When needed, conscious thought can spur the fur into becoming swiftly colour-changing, only to camoflauge the Muhrarr. This colour-change is instantaneous so that, even when running through a dense forest, one would need exceedingly keen eyesight (or infrared sight!) to spot a Muhrarr employing this unusual ability. Also, their fur can easily control their body heat so they can survive in the hottest or coldest of places without much discomfort.

Their torso is thick, deep-chested, and their spine is lower in comparison to a dog's to provide a large range of movement. Their spine, too, is supported in such a way to twist a certain amount between each vertebrae, as well as easily support many times their own weight. Unlike Korats, they don't have a rib wall, but neither do they have a rib cage, instead having strong slats of bone in what almost looks like a cross between the two options. Their organs are well-protected thus, with a large, six-chambered heart and two extra-large lungs that can control the amount of oxygen and other gasses that they take in. If they groom an open wound, the swallowed blood will be diverted to a small third kidney, which will clean and refresh the blood before re-integrating it into their bloodstream. Also, they have interwoven bands of cartilage around what their rib slats don't cover, so injury to organs by fights is rare. Their spine is plated and supported by tough cartilage, making it strong and very flexible.Out of their solar plexus, the same sticky thread-like material as extruded by their forepaws can form powerful draconic wings, hugely oversized to lift the heavy quadruped into the air. It's possible to form two sets of wings, one for steering and the other set, stiffer and larger, for gliding. They can also teleport when in the air, but anything in contact with them will be teleported wherever they go as well.

Their limbs are long and Athian/feline, powerfully muscled and toned. Their forepaws are feline, broad, long-toed, and powerful, and are tipped in vicious, curving claws. On the forepaw, the innermost toe can turn to be semi-opposable, acting as a thumb when needed. On both sets of paws, their pads are rough for traction, but in the hollow of their 'palm' resides a sheathed spike. Only about four or five inches long, nonetheless this sharp-tipped, dull-edged spike can extend to stab into earth or flesh, lending a firm hold. Their long-for-their-body-size legs are heavily muscled, yet remain flexible, and are more catlike than anything. Where a dog's dewclaw would be, they have a sharp claw as well, but it's hidden in a long tuft of fur. On their muscular hindlegs, at the backwards-pointing joint (not the hock!) is a slight bulge, right above that joint on the inside of the leg. It's a blade, about a foot long, which can be unsheathed as needed to guard their hamstrings. The curved, wickedly sharp blade points upwards and is sharpened against the blade on the opposite leg when needed. Their hind paws differ with gender. In males, it's simply a larger feline paw, with heavier claws and five toes, the middle toe being like the upright toe and claw of a Velociraptor.. In females, however… well. That same upright toe and claw of a Velociraptor? Females have four of those on each hind paw. Razor-sharp and deadly.They have a tranquilizing liquid in all claws on their toes, instinctively moderated to knock out whichever species injected. Hind paw 'pressure points' (the hollow beneath and behind their ankle bone) excrete a translucent diamondine material, tinted the same colour as their eyes, that forms a shield. The shield, once formed, floats and can be positioned at will; the thickness is proportional to the amount of material extruded, as is the size and shape. Out of 'pressure points' in forepaws comes a sticky, hard-to-slice/tear threading that is weaved by mental power. It can form a web, rope, net, etc. as needed.

Another feature of theirs is their claws. No, I don't mean those on their toes. You know the longest claw on, say, a Velociraptor? Take that claw. Wherever it's at, it can extend on a lean but powerful 'tentacle' that's about three feet long. Groups of such claws work together, but singular claws aren't prehensile as you might expect. There's an 'anklet' of twelve claws around forepaws, with grooves of bone where the tips rest (they point downwards) and on males' hindpaws the anklet has 15 claws and a good bit bigger sized as well. Also, behind and above their eyes, on their 'temples' are two claws, one for each eye. These are prehensile, unlike the others. They usually use them for handling or moving things, as well as eating aids. The eyeclaw tentacles are four feet long, unlike the rest.

Ah, their tails. They have four of them, all prehensile. The top one -it sprouts at a 45 degree angle up from their rump- is four times their body length. Wiry and short-furred, this whiptail ends in a sharp metallic tip. This tail is the only of the three that can be regenerated. The whiptail has a small bulge, directly before the tip and on the underside of the tail. This contains a certain combination of fluids and chemicals which can create a bubble. This bubble is impenetrable by all but the Muhrarr that made it, and their lungs control which gasses are present inside the bubble. Thus, they can survive underwater or even in space. The Muhrarr can allow other creatures to pass through the bubble with a willed mental command. The other three tails are merely twice their body length and far thicker, more muscular, and much more powerful. The tail on their right ends in a cluster of those tentacle-claws, about twenty of them. It can be used with or without claws extended, and can also make a rattlesnake-type sound. The tail on their left ends in a pincer-like combo of two blades. The upper one is long and arched, anywhere from 1 to 2.5 feet long. The bottom one never exceeds a foot and is usually about six to eight inches, very curved and jointed to act as a true pincer. The lower tail is a bit longer than both clawtail and pincertail, smooth and sinuous, ending in a thick, dense knot of bone.

They can easily go for weeks without food, water, and over a week without rest or sleep. They can sprint up to 200 mph, maintain a pace of 100 or so for hours, and anything under 80 for days on end. They are omnivores, able to eat anything from meat, bones, skin, even hooves and blades and claws, to grass, bark, wood, leaves, to fruits, berries, and the like. Muhrarrs have developed a very keen array of senses. Their eyes are binocular-vision, able to focus from great distance. The light spectrum visible to them extends from infrared into some ultraviolet light, encompassing normal (human) sight in between. Each eye can also move individually, lending a great range of vision without making turning the head necessary. They are not, however, creatures of sight - their sense of smell is so highly developed that, on occasion, strong stenches can be almost overpowering. Luckily, willpower plays a part in how well that sense works - the harder they concentrate on bringing a scent out, the clearer it is. Their hearing is also excellent, though not as outstanding as their other senses. Their healing systems are also well-developed, mimicking the Korats' in some ways. Special chemicals in their saliva aid healing processes, as well as the processes themselves being lightning-fast. To a certain extent, they can also regenerate lost parts- mostly ears, tails, and toes, nothing more major than that. Their plentiful whiskers are long and touch-sensitive, which is heightened when in darkness. Also, like earth sharks, Muhrarrs can sense the electromagnetic fields of other creatures, within a close distance. More than ten meters away, and it's worth nothing, but when closer, they can sense the near-exact position of any living thing around. They have echolocation, which bounces sonar off objects to sketch rough pictures when sight simply isn't enough. The last inherent ability is a breath weapon - they can breathe short bursts of fire. A small sac above their stomach contains an acidic liquid which, when mixed with their saliva and enough oxygen, will ignite into a brilliantly hot silver flame. A barking or huffing motion will produce a ball of fire, while a suspended roar will produce a long stream of flame. Because of this, some Muhrarrs have come to prefer to taste of cooked meat to the usual raw. Those who have this ability tend to have a dampened sense of touch in their gums and tongue. They can also breathe out an odorless, colourless, tasteless mist that coats every non-being surface with absolute smoothness. It can be removed at will, in which case it evaporates in seconds. If not removed, it begins to evaporate after 50 hours and is gone by 70 hours. They can also snort out, through their nostrils, a sort of white mist. It will freeze anything it touches, though if they wish the Muhrarr can retract this mist by concentrating and inhaling through their nostrils, thus unfreezing whatever was frozen. Like ice, this mist can evaporate under intense heat, but that will take a while to do so.

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