Wednesday players please hold off reading this entry until after tonight's game!
Chilopteroids of Gleison
The
Chilopteroids are six to eight feet tall, and resemble humanoid bats, with membranous glider-folds between body and limbs. They are
native to a bleak, windswept world called Gleison, where they have spent ten
thousand years slowly developing an elaborate society built on slavery. The
chilopteroids developed space travel thousands of years ago, and initial slow
FTL ships migrated chilopteroids to other colonies, most of which failed. In
time they discovered transitional drives and their later ships migrated into
the stars, but this time with a different intent: to conquer and enslave.
Today
chilopteroids are a decadent society that harvests slaves from other
civilizations and drains them of life force using a technology called blood
crystals, organically grown crystalline devices that bond to their slaves and
drain them of vital psychic energy, feeding it to the chilopteroid master,
allowing him regenerative abilities and near-immortality. The predatory nature
of the chilopteroids means that they favor pre-FTL societies, or civilizations
with low tech in general, for they are usually ill equipped to deal with the “space
vampires.”
Each
chilopteroid is equipped with an impressive photosensitive epidermis which is
adapted to perfectly mimic light sources around them; this allows them to
defeat attempts to see them through a normal spectrum as if they had used the
invisibility meditation, but it fails when they move at full speed (they can
maintain it at half speed) or if they engage in sudden movement. The
invisibility camouflage does not work well against motion detectors or infrared
detection, and is utterly useless against extrasensory perception.
Despite their similarity to Terran bats,
chilopteroids do not use sonar and actually have incredibly well-developed
vision, which aids them in detecting their own kind when camouflaged.
Chilopteran Statistics:
Armor Class 8 [13]
Hit Dice 3 (11 hit points)
Total Hit Bonus +3
Attacks claws (1D4) or laser
pistol (1D6+2)
Saving Throw 16
Special natural camouflage (limited
invisibility); blood crystals
Movement 12 (15 flying; in 1G or lower
only)
HDE 3/60
Blood crystal Implant: A chilopteroid
with its blood crystal receptor will regenerate 1 hit point per turn, and
leaving a body around will let it come back to life eventually; only destroying
the body will stop the regeneration.
Chilopteroid Blood Crystals: these
crystals have a “collector” type and a “receiver” type. They drain psychic
energy, draining 1 point of INT and WIS per day to a target that fails a saving
throw. When the target reaches 0 in either score it becomes brain dead and
dies; the crystal has an emergency cutoff point, however; chilopteroids don't like to lose hosts. If a host is about to perish, the crystal will go dormant and allow the host time to recover (see below) before reactivating. Such hosts are in a deathly state described as "torpor," recovering 1 INT and WIS per day. When the host is healed, the crystal resumes draining.
During the draining cycle the target suffers madness and delusions, and
develops a cult-like belief in the divinity of the chilopteroid or entity with
the receiver crystal installed. The receiver crystal will regenerate 1 hit
point of damage or remove one deadly condition per turn to the bearer so long
as at least one collector crystal is in a living host. The chilopteroid will also be
ageless and immortal.
The crystals require a minor surgery to install but
quickly bind to the nervous system. Removing one from a living host requires
medical expertise and the target must have a saving throw or take 4D6 damage
from the process. A target freed of the crystal can make a Save to recover, and on a success will recover 1 INT and 1 WIS per day until restored. If a natural 1 is rolled on the save then the target loses 1D4 of each, and could die if reduced to zero.
Other species have been able to use the blood crystals with mixed success; non-chilopteroids must make one save for each week that a receiver crystal is implanted, or develop debilitating, cancerous growths, as the crystal rejects the alien organism. This process causes a loss of 1D4 hit points per day until surgical removal of the crystal.
Interesting write-up, definitely a cool nemesis race for your players to deal with.
ReplyDeleteThey're proving to be one of my favorite villains so far in the White Star game...
ReplyDeleteI can see why. Looking forward to seeing their future interactions with your players, I'm sure they haven't seen the last of the chilopteroid menace!
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