Thursday, August 31, 2023

Savage Flayers - Mind Flayers in Savage Worlds and the Warlords of Lingusia Era

 

The Hyshkorrid

A savage denizen of the Underworlds of Lingusia

Savage Flayers, a Monstrous Wild Card For Savage Worlds Adventure Edition Fantasy Companion

The Hyshkorrid are conquerors of the psionic mindscape, travelers from distant universes, and telepathic masters of manipulation. Though few in number, these cephalopodic humanoids dwell in the depths of the Underworld beneath the shifting Sands of the Hyrkanian Deserts and the Mountains of Madness (the Slithotendan Mountains). The few scholars to interact with them say the hyshkorrid are obsessed with the observation of the mad god Slithotep, though perhaps not in a reverent manner, but they do worship Thasrik, the insectoid god of control and domination.

Hyshkorrid feast on the brains of sentient beings and use their potent psionic powers to lay waste to small armies. They are not physically adept at battle so usually prefer to dominate an opponent first to make their attack certain.

Attributes: Agility D8, Smarts D12, Spirit D10, Strength D6, Vigor D6

Skills: Academics D10, Fighting D8, Intimidation D10, Occult D8, Psionics D12, Stealth D8

Pace: 6, Parry: 6; Toughness: 9 (4 from psionic deflection)

Edges: Arcane Background (Psionics), Power Points X2 (+10 PP), Extra Powers X3 (6 powers)

Power Points: 20

Powers: All powers have a psionic/mental trapping; a typical array of powers include: Blast – Psionic (3 PP base cost), Confusion (1+ PP), Disguise (2 PP), Farsight (2 PP), Invisibility (5 PP), Mind reading (2 PP), Mind Wipe (3 PP), Stun (2 PP), Telekinesis (5 PP)

Gear: robes, masking hood, usually 1D3-1 magic items (potions, scrolls, rings, wondrous items), one roll on special chart below

Special Abilities:

Brain Extraction: STR+D6 damage, 2 AP. Hyshkorrid are incredibly proficient at extracting a brain from a humanoid skull. If a target is reduced to incapacitated by this attack then the hyshkorrid will use its next action as a Finishing Move; the brain is extracted and eaten. An extracted brain immediately restores 1D4 psionic power points.

Psionic Immunity: Hyshkorrid are immune to mind-affecting powers of psionic or magical nature that impact the mind (such as mind wipe, confusion, etc.)

Psionic Armor: Hyshkorrid have perfected the art of telekinetic deflection and gain +4 for toughness due to this trait. If a hyshkorrid is somehow caught unawares this bonus cannot be applied.

Natural Telepath: The hyshkorrid can only communicate via telepathy at will within 120 feet. For 1 PP it can extend the range to 1 mile for a minute.


1D10 Items on the body of a Savage Flayer:

1 – A necklace of grown coral wrapped around a tiny crystal ball showing the image of an eerie cosmic landscape

2 – A hideous holy amulet to Thasrik, the scorpion-like god of domination and control

3 – A carefully folder flayed skin of a humanoid species with a zipper attached to the back

4 – A locket which opens up to reveal a windable watch and the painted image of a blonde woman of Imperial descent; behind the clasp is a carefully folded note: “To my beloved, whom I shall devour last.”

5 – A clutch of what look like marbles but are squishy like eggs, and against a strong light you can see tadpole like beings swimming within

6 – A mimir skull of a kobold imbued with Smarts D8, Common Knowledge D8 and Academics D12 which can speak on any subject but only in draconic or aklo languages.

7 – A belt of threaded shrunken heads, all of gnomes, which begin to animate and laugh hysterically when touched by anyone who fails a Spirit check.

8 – A small, murky globe of swirling coppery color which speaks strange and hideous chants in aklo when held by an unprotected hand, and requires a Spirit check at -2 or the bearer experiences sudden terror and must roll on the Fear table.

9 – a backpack with a folded-up, small animated skeleton of a goblin, which functions as a servant that can carry out three word commands

10 – a tiara of platinum and diamond that looks worth 1,000 GP but if worn immediately requires a Spirit check at -2 or the wearer’s mind is overwhelmed by the commanding presence of the god Thasrik; a new save can be done once per day to break the spell



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