Beholderkin:
left to right: Hive Mother (above), Examiner (below), Director (on giant centipede mount), Watcher, Lensman, Overseer
Hive Mothers are the pilots of beholder ships and are the coheseive bond that keeps the otherwise solitary beholders together in a social group.
An examiner is a 4-foot diameter sphere with no central eye and only four small eyes, each at the end of an antenna, mounted atop the sphere. They have one small, lamprey-like mouth on their ventral surface. The mouth is surrounded by four multi-jointed limbs ending in gripper pads. These limbs can pick up and manipulate tools, the chief strength of the examiner.
Examiners are scholars and clerks involved in spell and magical item enhancement, research, and creation. They can use any artifact or tool as well as humans, and they can wield up to four items at a time.
Directors are a social, warrior-beholder, and breed specialized mounts. They mindlink with their mounts to better control them.
Watchers are 6-foot-diameter spheres with three central eyes arranged around the circumference of the sphere. These eyes are huge and unlidded. On the crown of the sphere is a compound eye and a ring of six eye spots that make it difficult to surprise a watcher. A large tentacle with a barbed prehensile pad extends from the ventral surface, right behind the small mouth with its rasp-like tongue. Watchers feed on carrion and stunned prey. They are information gatherers and are the least brave of all the eye tyrant races.
A lensman has one eye set in the chest of its five-limbed, starfish-shaped, simian body. Beneath the eye is a leering, toothy maw. Four of the five limbs end in three-fingered, two-thumbed, clawed hands. The fifth limb, atop the body, is a prehensile, whip-like tentacle. Its chitin is soft and there are many short, fly-like hairs. Lensmen are the only kin to wear any sort of garb – a webbing that is used to hold tools and weapons. Their preferred weapons are double-headed pole arms.
Lensmen are semi-mindless drones that don’t question their lot in life.
Overseers resemble fleshy trees. They have 13 limbs, each of which ends in a bud that conceals an eye; one of these limbs forms the top spine, and three yammering mouths surround the spine. There are eight thorny, vine-like limbs that are used to grasp tools and for physical defense, inflicting 1d10+2 points of damage each. Overseers sit on root-like bases and can inch along when movement is required. They cannot levitate.
Overseers are covered with a fungus which changes color as the overseers desire, commonly mottled green, gray, and brown.
Astereater
In general, beholders and beholderkin are a very intelligent (and conceited) lot. Which is precisely why all of them deny any relation to the astereater. Though technically a beholder-kin, the astereater has none of the intelligence or magical abilities its cousins possess. In appearance, the astereater resembles a large beholder (minus the eye stalks) with one other major difference: The skin of the creature is virtually identical – in appearance and consistency – to rock. Like the beholder, astereaters have a large, central eye and a large mouth filled with pointed teeth.
Argos
Argos are found in the same regions of wildspace as the baleful beholder nations. An argos resembles a giant amoeba. It has one large, central eye with a tripartite pupil, and a hundred lashless, inhuman eyes and many sharp-toothed mouths. An argos can extrude several pseudopods, each tipped with a fanged maw that functions as a hand to manipulate various tools.
Argos move by slithering; they can cling to walls and ceilings. They can levitate and fly at the very slow rate of 3.
The orbus is either a genetically bred or a stunted and immature form of the standard beholder. It is only found in space aboard the tyrant ships of the beholder nations. It is chalk-white and lacks functioning smaller eyes. The central eye is huge and vulnerable, occupying most of the upper body above a small, toothless mouth. This eye has the normal anti-magic properties, but is milky white.
Despite their vulnerability, the orbi are the means by which the beholders travel through space. It is they that can funnel the magical energies of the other beholders into motive force – they are living spelljammer helms. There are 1-5 of them aboard any tyrant ship, and they are located closest to the hive mother, at the deepest point of the shell.
Bionoid:
These humanoid insects were created as "Living Weapons" by the elves during the Unhuman Wars. (These are based on the Japanese manga "The Guyver")
Skullbird:
Skullbirds are large carrion birds of wildspace. A bad reputation follows these birds. Sailors consider the sight of a skullbird a sign that someone aboard ship will die soon.
The birds are named for their gruesome heads, which appear to be bird skulls covered with a layer of shiny black skin stretched tight. Their glittering dark eyes are hidden deep in the recessed sockets, and their beaks are jet black and needle-sharp. Skullbirds are covered with oily black feathers and exude an oily, charnel odor. Their talons are like razors.
Hurwaeti (Wiggle):
An ancient humanoid race related to both sahuagin and lizardfolk. A playable race in Spelljammer.
Hadozee ("Deck Ape"):
These ape-men are a common sight on spelljamming ships. A playable race in Spelljammer.
Grommam:
Gentle ape-men, they are a playable race in Spelljammer.
Rastipede:
These centipede-men are the favored henchmen of the Arcane. A playable race in Spelljammer
Syllix:
These salamander men are a fearsome threat to the spacelanes
Xixchil:
These distant cousins of Thri-Kreen are arcane space's most gifted surgeons and craftsmen. A playable race in Spelljammer
Gammaroid:
These gargantuan snapping turtles pretend to be asteroids to ambush ships, and can retract their heads and limbs and spin to pursue fleeing prey. (In case you can't tell, these are based on the Japanese movie monster Gamera)
Dohwar:
The dohwar are short, pudgy, flightless birds bearing a passing resemblance to penguins. They are shameless merchants, always looking for an opportunity to turn a profit. Since the Arcane (otherwise knows as “Our Competitorsâ€) are considered the greatest merchants of wildspace, the dohwar try harder to displace them.
Dracon:
The dracons are a sentient race of dragon-centaurs that have recently appeared on the fringe of the Known Spheres. Dracon exploration ships have been spotted in the phlogiston and at the edges of known space. They are just beginning to appear at the smaller communities of space. A playable race in Spelljammer.
Clockwork Horrors:
(from top to bottom: Adamantine horror, Electrum horror, Silver horror, Copper horror)
If one thinks of campaign worlds as single cells in the body of the cosmos, then one must certainly think of clockwork horrors as viruses that have come to destroy that body.
Clockwork horrors are a form of arcane apparatus. They look something like a mechanical spider (though they have only four legs). While the body of the horror is only about two feet in diameter, the legs give the creature an overall diameter of about four feet. In the front of the body is a crystal that enables the horror to see. Two depressions, one on each side of this lens, serve the horror as hearing organs. Two limbs, located roughly below the hearing dishes, serve a number of purposes.
Modifié par Bluebomber4evr, 01 septembre 2013 - 10:40 .