Seawalker
Created by Brett Hegr
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Seawalkers are an early bio-wizardtm experiment of the
Splugorthtm. They were designed with the intent to create a monster that could
steal the power of those it absorbed, collect and retrieve slaves, and live
almost indefinitely. They succeeded, but the seawalkers became erratic after
a period of time and almost overpopulated several Splugorthtm worlds. In
reaction to this, the Splugorthtm developed a magical disease and infected the
seawalkers. It transformed them into sea creatures, cursing them with
deformity and imprisonment in the deep seas. Any extended period of time
outside the water would suffocate and dehydrate the powerful creatures,
rendering them an easy kill. The Splugorthtm did not want to kill the
beasts outright because they might be useful some time in the future, and
killing one seawalker was not very cost effective.
All seawalkers have an ogre-like face, ink black eyes,
pale blue to sky blue skin, six octopus-like tentacles sea green in color,
and long jet black or green-blond hair. Their bodies are misshapen T-shaped
hulks resting atop two powerful humanoid legs. The trunk of their body
protrudes two thick stalks near the shoulders that reach out to the sides on
which their two pairs of arms rest. The heads of the absorbed victims
(minimum of 1d4) appear at random locations on the body, while the
controlling mind resides in the head appearing between the stalks (where a
humanoids's head would be). All genitalia are crowded onto one head that
protrudes from the beast's groin.
Natural R.C.C. Powers:
- Mind Control: Seawalkers have a magic touch that allows them
to charm humanoid beings of the opposite sex. Victims of the charm touch
must save vs. magic or become the hopeless mind slave of the beast. When
enslaved victims become mute and are reduced to an effective I.Q. of 8.
They will obey any command the seawalker gives them, though rarely are
they commanded to fight or protect the seawalker. The slave's skin turns
the same color as that of the controlling seawalker and becomes able to
breathe underwater. The range of the telepathic control is an astonishing
one mile, though the seawalker usually commands it's harem to cling to
it's body and tentacles. If separated from the seawalker for more than 48
hours the mind slave will pass out and wake up 2d4 hours later, weak
but free of the beast's control.
- Steal Power: When a seawalker kills a humanoid, they can
absorb their knowledge and special powers. Any P.P.E.tm and I.S.P.tm the
being had is added to the seawalker's own. Magic knowledge and psionic
abilities are also absorbed and can be cast/used at the level of
experience equal to that of the previous owner or at the seawalker's
level of experience, whichever is lower. When absorbed a head with the
face of the being appears at a random location on the chest of the
creature. The creature posesses the I.Q. and M.E. of the mentally
strongest absorbed humanoid (combine I.Q. and M.E. to determine this),
though it can use the skills of all beings it has absorbed.
Intelligent seawalkers often target particular individuals for absorbtion.
- Notes about the absorbtion: There is no way to separate the
absorbed beings from the seawalker, and there is no limit to the number
of beings the seawalker can absorb. The seawalker can decide to reject a
being it has absorbed, in which case the head is pulled into the body and
any P.P.E.tm, I.S.P.tm, or abilities it added to the seawalker
vanishes. Each head has 50 M.D.C.tm, except the main one which has 100
M.D.C.tm. Cutting or blasting off one of the heads will cause the
P.P.E.tm, I.S.P.tm, skills, and abilities of the associated being to
be unavaliable to the seawalker until the head regenerates. Only one head
can be regenerated at a time, and that process takes six hours. Blasting
off the main one is particularly effective, as the I.Q. and M.E. defaults
to the next highest set and the seawalker will immediately try to escape
- regenerating the main head takes 12 hours. If the main head is blasted
off, all the powers, attacks, and bonuses the creature posesses is halved.
Targeting a head is a -3 to strike penalty on a called shot. Destroying
the head full of genetalia causes severe pain to the creature, who suffers
a -4 penalty on all rolls and the loss of two attacks if this happens.
Alignment: Any evil or anarchist.
Attributes:
I.Q.: 2d6 base, M.E.: 2d6 base, M.A.: 1d6, P.S.: 2d6+20, P.P.: 2d6+10,
P.E.: 4d6+6, P.B.: 1d6, Spd.: 4d6 running or 6d6+20 swimming. All
attributes are considered supernatural.
M.D.C.tm/Hit Points: 2d4x100+200 M.D.C.tm, or 1d4x100 Hit Points.
S.D.C.tm: 2d4x100 S.D.C.
Horror Factor: 16
Permanent P.P.E.tm Base: 1d4x10
I.S.P.tm: None.
Natural Abilities: Can swim at 98% and breathe underwater
indefinitely, track by smell underwater at 80%, prowl at 65%, and live
outside of water for a number of hours equal to half their P.E. Seawalkers
and their charmed victims can survive up to five miles below the water's
surface without suffering any problems. Fire and cold resistant (half
damage) and immune to posession and mind control. It can also release
a cloud of black ink (like an octopus) that blinds all creatures in a
30ft radius, done up to once per minute. The seawalker regenerates
M.D.C.tm at the rate of 1d4x10 per ten minutes.
Vulnerabilities: Seawalkers are aquatic creatures that can breathe
both air and water. While out of the water reduce all bonuses by half,
melee attacks by -3, and they are weakened to 70% of their main body M.D.C.tm
Kept out of water, the creatures will lose 50 M.D.C.tm an hour and die
within 24 hours.
Magic Knowledge: See Special Abilities above.
Psionic Powers: See Special Abilities above.
Cybernetics/Bionics: Possible, but highly unlikely.
Average Level of Experience(NPC): 1d4+4
Combat/Attacks Per Melee: 8 attacks per melee, plus one per life
absorbed beyond three. The creature normally destroys any beings of the
same sex and then attempts to charm those of the opposite sex. It will use
whatever abilities it has absorbed from it's victims. A tentacle punch does
2d6+6 M.D. and a bite does 2d4 M.D.
Bonuses: +3 on initiative, +2 vs. magic, +6 vs. Horror Factor, +4 vs.
poisons/toxins, and +2 to strike in addition to any attribute bonuses. Sneak
attacks are impossible against this creature.
Avaliable O.C.C.s: Only those of the beings absorbed.
R.C.C. Skills: The seawalker always has the following skills
whether a life form has been absorbed or not. It posesses any three
languages at 98%, has Lore: Monster at +20%, and can choose any four
W.P.'s.
Size & Weight: Normally 10 to 14 feet tall and 7-9 feet wide at the
shoulders. Their weight ranges from 1000 to 1500 pounds.
Average Life Span: Unknown - projected at around 100,000 years.
Natural Habitat: Bodies of water.
Allies: None.
Enemies: Humanoids, the Splugorthtm, Cyber-Knightstm,
Psi-Stalkerstm, and anything it deems hostile.
Standard Equipment: Rarely have any. They will keep the most valuable
items possessed by those it has slain, charmed, or absorbed.
Money: None - has no use for it.