Underkith Warbands

Under-kith: Init +0; Atk spear +2 melee (1d8) or bite +1 melee (1d4); AC 10; HD 1d6; MV 30’; Act 1d20; SP psychic senses, exceptional hearing, psychic reserve; SV Fort +1, Ref +3, Will +0; AL N.

Under-kith champion: Init +2; Atk spear +4 melee (1d8+1) or bite +2 melee (1d4+1); AC 12; HD 2d6; MV 30’; Act 1d20; SP psychic senses, exceptional hearing, psychic reserve; SV Fort +2, Ref +4, Will +1; AL N.

In addition, each under-kith can use its psychic reserve in a burst of power once per day. Roll 1d5 and consult the following chart for effects:

1d5 Effect • 1 Telekinetic burst. All within 20’ (friend or foe) take 1d5 damage (no save). • 2 Pyrokinesis. A foe chosen by the judge is set on fire, taking 1d3 damage in the first round, and taking 1d6 damage each round thereafter until the fire is put out (DC 10 Ref save). • 3 Psychic lash. One foe within 30’ suffers 1d6 damage, and takes 1d3 points of Intelligence damage. DC 10 Will save negates the Intelligence damage; if the save is 15+, all damage is negated. • 4 Telekinetic bubble. A bubble of telekinetic force protects the under-kith from all physical damage for 1d3 rounds. During this time, it cannot make physical attacks, but can otherwise move normally. There is a 1 in 7 chance that the telekinetic bubble erupts in a telekinetic burst (see above) at the end of its duration. • 5 Local teleportation. The under-kith “blinks” out of existence at its current location, arriving at a new location within 30’ (determine randomly or judge’s choice). Any further attacks against the under-kith this round are at -4, and any saves the under-kith must make are at +4, as opponents adjust to the creature’s new location. There is a 1 in 3 chance that the underkith may have a free attack using 1d16 if it arrives near an enemy.

If an under-kith is slain without using its psychic reserve, psionic backlash forces the slayer to (1d3) (1) make a DC 5 Will save or be stunned for 1d3 rounds, (2) make a DC 7 Fort save or be knocked prone, or (3) make a DC 9 Ref save or be transported with the remains 1d3 x 10’ in a random direction. The judge may use the Lost Movement diagram (Peril on the Purple Planet, page 11) to determine direction. PCs may be teleported somewhere dangerous, but will not appear in solid stone (or similar).

Kith-lord: Init +2 (never surprised); Atk spear +1 melee (1d8-1), bite +0 melee (1d3 + blood drain), or psionic bolt; AC 12 (14); HD 3d6; MV 30’; Act 1d20; SP psychic senses, telepathic, psychic mask, psionic bolts, telekinetic shield, blood drain; SV Fort +0, Ref +3, Will +6; AL N.

All of the subterranean kith descendants have potent psychic abilities. In the case of the kith-lords, these abilities allow them to mask their true appearance (no save), strike enemies with invisible bolts of psionic force (100’ range, 1d8 damage, DC 15 Will save for half, failure by 5 or more stuns opponent for 1 round), and to protect their bodies with a weak telekinetic shield (+2 to AC). Every kith-lord has all of these abilities, but they can only use two at once. As a result, when forced into direct conflict, their masks fall and their true appearance is revealed. In addition to the above psychic powers, kith-lords have powerful psionic senses allowing them to “see” to a range of 120’ (including hiding or invisible beings), and they can hear the surface thoughts of any being within 100’ (making them almost impossible to surprise). They can communicate telepathically without regard for language barriers at a range of 60’.

The kith-lords appear to be pale, ethereally beautiful human beings with large violet eyes and long, flowing hair. Stripped of their masks, they are the most warped by long generations spent underground, and are worm-like creatures, completely hairless, and so pale as to be nearly translucent. Their heads appear to be skulls covered by thin flesh, their empty black sockets staring sightlessly ahead. Their sucker-like mouths feed by draining the blood of living creatures. A kith-lord which succeeds in a bite attack drains 1d5 hit points through drinking blood each round, until the victim is dead, or the kith-lord is slain or dislodged (DC 14 Strength check or a Mighty Deed).

Psionomold:

Although infested with worms and infected with fungal growths, the Purple Planet yet retains some species that may be of benefit to those who encounter them. Psionomold is a symbiotic slime mold that can be found in the fungi forests. It can also be encountered growing on another creature as a dull orange-brown patch of leathery flesh.

Psionomold creates a weak telekinetic field that increases the AC of its symbiotic partner by +1. In exchange, it causes 1d3 hit points of damage at the start of each day. If linked to a wizard or elf, psionomold draws a point of spellburn every time a spell is cast, grants a bonus of +1d5-2 (minimum 0) to the spell check. If the caster uses other spellburn, there is a 1 in 7 chance that the psionomold consumes half the expected benefit of the spellburn, rounded up. If not, there is a 1 in 5 chance that the psionomold limits the damage to half intended, rounded up, but grants the full effects of the intended spellburn.

A creature coming in contact with psionomold may attempt a DC 20 Fort save to avoid infestation. Once infection has occurred, psionomold may be removed with 2 dice of clerical healing or 1d3 hp of fire damage applied directly to the slime mold. In either case, the dying slime mold inflicts 1d3 points of damage to Strength, Agility, or Stamina (determine each point randomly) as it attempts to survive.

Warband (psionomold-infected):

Burial Party, antagonistic (attacks at first opportuninty). One Lord, 3 champions, and 2d20+10 kith (30). Carries 7 greenstone shards

Roughly half the warband have been infected by psionomold