Showing posts with label Abhumans. Show all posts
Showing posts with label Abhumans. Show all posts

Monday, November 13, 2017

Dekapus [Wermspittle]

“I believe in everything until it's disproved. So I believe in fairies, the myths, dragons. It all exists, even if it's in your mind. Who's to say that dreams and nightmares aren't as real as the here and now?”
John Lennon

Dekapus
No. Enc.: 1
Alignment: Neutral
Movement: 120' [40'] (Levitation)
Armor Class: Head/Torso 5 (as Chain Mail), Limbs 7 (As Studded Leather)
Hit Dice: 3+1 [Advance as Thieves, Spell-casters, and sometimes Fighters.]
Attacks: 2 (Improves by HD/Level)
Damage: 1d4 (+2 to hit), 1d4 (+2 to hit), or by Spell
Save: F4
Morale: 7 [12 if combating Mucoids]

Special: Affected by all spells that target 'Humans.' Dekapus can opt to convert one of their Attack rolls to a Dodge (Roll as 'To Hit,' and if successful they avoid one incoming attack. They receive double the normal bonus for using bucklers/small shields, but cannot use normal or larger shields. They can only wield Light weapons until achieving 4 or more HD/Levels at which point they can use Medium weapons. It is very rare that a Dekapus would ever wield a Heavy weapon and they would likely require serious augmentation to do so effectively. Dekapus receive double the normal DEX Bonus to all their Thief skills. All Dekapus can cast BlurHypnotic Pattern, Obscuring Mist, and Hypnotism once per day and Misdirection up to three times per day.

[Percent Liar: 72%]


The Dekapus is a pseudo-octopoid...these dishonest creatures are actually mammalian, possess ten limbs and claim to be descended from humans. Fierce enemies of the Mucoids and others, the Dekapus are notorious Oneiromancers, Mountebanks, and Thieves skilled in the arts of misdirection and obfuscation alike. Their appendages terminate in a pair of soft-seeming boneless fingerettes that can split into multiple smaller tendrils as needed, granting them a level of close-up finesse much envied by surgeons. For some reason, some claim it is squeamishness, the Dekapusians rarely, if ever enter into any sort of medical profession.

Actors, Performers, Jugglers, Troubadours, Poets (both Accursed and otherwise), Pantomimers, Puppeteers, Artisans, Repairers of Reputations, Insinuationists, Saboteurs, Spies, Observers, Dreamers (Lucid, Deep and otherwise), Reporters...Dekapus have taken on a great many roles throughout Wermspittle, primarily in order to carry on their ages-old conflict with the Mucoids. The mutual antipathy between these two peoples is legendary, fierce and abiding, having persisted across centuries with no clear-cut resolution in sight.

Most commonly Dekapus are Thieves of every sort, but an appreciable number of them become Spell-casters such as Illusionists (including Projectionists), Oneiromancers and Druids with a penchant for the Tulgey Woods, Purple Forest, the White Orchard  and other such Weird Woods.

The few Dekapus that take up the path of Rangers specialize in hunting down and slaughtering Mucoids and have developed a number of peculiar and unique weapons and harmful devices exclusively designed to kill, maim, or incapacitate Mucoids. Their unwavering hatred of the Mucoids is so severe that Dekapus Rangers will also sometimes deign to hunt down Rooftopi, Octoscholars and any other Cephalopodians who resemble Mucoids in even the least bit.

Other Dekapus go to great lengths to ingratiate themselves with all other forms of humanity, no matter how distorted, Infected, teratogenically Afflicted, or aberrantly inclined...just as long as they have no connection to their ancestral enemies...



"My dreams are of water. And my nightmares..."
Siouxsie Sioux

Thursday, September 8, 2011

Candle Head Homunculus (Type 7)

Candle Head
(Homunculus Type 7: Verdrum Dough)

No .Enc.: 1
Alignment: Neutral
Movement: 40' (20")
Armor Class: 8
Hit Dice: 2
Attacks: 1
Damage: 1d4 (or weapon or spell)
Save: F4
Morale: 12

Type 7 Homunculi are molded, raised and brought into a semblance of life through a combination of strange yeasts and a peculiar dough that originated with someone, some place or something known only as Verdrum. These homunculi are smaller than average, often under two feet tall. Their doughly flesh is slightly malleable, allowing them to slip through bars or small openings. If baked (as in exposed to the backblast of a fireball...) a Verdrum Dough Homunculus will yield enough non-spoiling bread to feed a group of 4 for two weeks.

These sorts of homunculi tend to have a peculiar knack for bonding with Grikflits. It is suspected it has a lot to do with their beer-like body-odor.

Acephali (Liboorean)

Acephali (Liboorean Coast Tribes)
No. Enc.: 3d4 (3d6X10)
Alignment: Chaotic
Movement: 120' (60')
Armor Class: 8
Hit Dice: 1
Attacks: 1 (weapon)
Damage: 1d4 or weapon
Save: F1
Morale: 6

Scrawny, dishevelled humanoids lacking any visible head, the Acephali of Liboor carry their faces in their abdomen behind a fold of flesh that allows them to hold their breath for nearly an hour at a time. They rely upon a heightened sense of touch and an uncanny ability to detect movement or things close to them that might be tied to some latent form of clairvoyance or other type of extra-sensory perception.

It is rumored that there is a weird sect of headless seers who wander amongst the coastal jungles of Liboor. Whether or not they can foretell the future is uncertain, as the Acephali of Liboor do not talk of these strange beings to outsiders under any circumstance.