No. Appearing: 3d6
Armour Class/Defense: 2 (Hides)/0
Hit Dice: 2 (8 HP)
Attacks: 1 Weapon (+2 damage) OR Unarmed
Special: Class Abilities on 11+; Enhanced STR (12); Resistant to Sorcery (+2 on Saves); Reduced INT (5)
Treasure: 1 per individual
XP: 15 + 2/HP (31)
Infra-Men are hulking Quasi-Men of bestial appearance and mentality with a deep crimson-coloured skin and black hair. Of the same general type as Helots, Infra-Men are larger, generally stronger, and much stupider. They may have been a labour-class for the Old Men who became feral after the Collapse. In any case, they now wander the lands under the Dying Sun in small bands, warring with each other by and large, but are always happy to kill True Men, who the regard as racial enemies.
Some few Infra-Men possess Class Abilities. These inevitably become Chiefs and Shamans of their bands and can be fearsome foes indeed.