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Fudge
Animorphs

Other Aliens

These races fall into several categories. They might be neutral in the Andalite-Yeerk war, fighting neither for nor against either side. They might be actively hostile to both sides and anyone else. Or they might get only passing mention in at least one book.

Desbadeen
The Desbadeen are mentioned in passing in a couple of books. From Visser we learn that they are neutral in the Andalite-Yeerk war.

Hawjabrans
We learn about Hawjabrans only from The Hork-Bajir Chronicles. Aldrea explains that the have no centralized brain, making them unsuitable as Yeerk hosts. They also can't survive the vacuum of space.

Helmacrons
Helmacrons are ant-sized aliens with a matriarchal society. They use thought-speak as their means of communication (it's therefore free), and they're rather indiscriminate about it. It's usually easy to eavesdrop on them as a result, if you really want to. They do make a squeaking noise, which happens more often and more loudly as they get excited.
Skills
	Helmacrons have the range of skills expected for a spacegoing
	race. At least, the females do. The males are domestic
	servants. Females also have Sword: Poor at the very least.

Gifts
	High Technology, +4 TL

Supernormal Powers
	Four arms
	Group memory (similar to Howlers, but memory only)

Faults
	Scale -29, about the size of a small ant
	Truly believe themselves to be superior to other races
	Every decision is debated . . . violently

The Helmacrons also have a technology unique to them that allows them to identify morph-capable individuals by the resisual energy signature. Their first appearance was in Animorphs #24: The Suspicion.

Howlers
Howlers are creations of Crayak. They are vat-grown humanoids designed solely to kill. To their childlike minds, it's all a game. Crayak eliminates losing teams of Howlers before their experiences can be broadcast to other Howlers through the group mind.
Attributes
	FIT: Good (Scale 2)
	DEX: Good (Scale 2)
	WIL: Good
	INT: Poor
	PER: Good
	SOC: Poor

Skills
	All combat and weapon skills: Good

Gifts
	Can turn 360o at waist
	High Technology, +3 TL
	Retractable claws
	Scale 2 for STR and DEX, not Mass
	Tough hide, +1 to defensive damage factor

Supernormal Powers
	Extended group memory, all the way back to creation
	Group mind, automatic knowledge sharing
	Howl: disorients sentient beings, +2 Damage attack with 1-meter radius
	Limited X-ray vision, sees vital organs automatically

Faults
	Comprehension like a three-year-old child
	Horrible reputation
Howlers are described only in Animorphs #26: The Attack.

Kelbrid
Kelbrid space borders on Andalite space. By treaty, neither side crosses the boundary. This plays an important part in Animorphs #54: The Beginning.

Nartec
These ocean-dwelling mutated humans appear in Animorphs #36: The Mutation. Over several centuries (millenia?) they have evolved into amphibians. They get surface technology from shipwrecks, making them TL 7. However, technology is scarce for them, so most carry TL 3 or 4 weapons.
Gifts
	No penalties to vision in low light
	Webbed hands and feet, improved swimming ability

Supernormal Powers
	Can breathe air or water

Faults
	Scale -1 for both Strength and Dexterity out of water
About ten percent of Nartecs don't have the Fault.

Norshk
Norshk pirates get mentioned in Animorphs #54: The Beginning.

Ongachic
In Animorphs #8: The Alien Ax comments that a Klingon looks like an Ongachic female. The odds are that he means Worf. Also, Aldrea makes mention in The Hork-Bajir Chronicles that the Ongachic have abandoned their home planet for a purely space-born lifestyle. In fact, she refers to one ship as being a minstrel ship. We also know it had no weapons.

Based on these comments, the Ongachic probably use human norms for most Traits. Add in job-related skills and Gift: STR Scale 1 to complete the picture.

Skrit Na
The Skrit Na are actually two growth phases of the same race. The Skrit are the insect-like semi-sentient juveniles. After they cocoon, they become the quadrupedal Na, similar to the aliens from Close Encounters of the Third Kind. The Na can also walk upright on two legs when they want.

The Skrit Na are a nomadic society, which has made Yeerk infiltration all but impossible. An occasional saucer may be taken over, but without a portable Kandrona, it's not that useful to the Yeerks.

Skrit
The Skrit are slow-moving creatures. Any Yeerk foolish enough to infest a Skrit right before it cocoons deserves its fate.
Attributes
	DEX: Poor
	INT: Poor
	PER: Mediocre

Gifts
	Tough hide (carapace), +2 to defensive damage factor

Na
The Na aren't that different from humans, except for their appearance and two Gifts: +3 TL and Can walk on two limbs or four. No one is sure why they abduct humans and mutilate cows.

The Skrit Na are described best in The Andalite Chronicles.


Table of Contents

  1. Introduction
  2. Characters
  3. Aliens
    1. Allies
    2. Enemies
    3. Extinct
    4. Other
  4. Creatures
  5. Things
  6. Campaigns
  7. Recommended Reading

Original material © Patrick Clark 2000
Everything else is either © Steffan O'Sullivan or © K. A. Applegate.
Last updated 27 April 2000

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