Jason Andresen (order #1578489) - Jump page for Jubei
Jason Andresen (order #1578489) - Jump page for Jubei
Jason Andresen (order #1578489) - Jump page for Jubei
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Combat<br />
Vektiss fight fiercely when gathered<br />
as a pack, using strong mandibles<br />
and small claws. If outmatched,<br />
they flee and gather rein<strong>for</strong>cements.<br />
The vektiss are stealthy hunters and<br />
abduct captives to serve as hosts <strong>for</strong><br />
their offspring.<br />
Implant Egg (Ex): A female<br />
can implant an egg in a helpless<br />
victim with a successful bite attack.<br />
Implanting the egg inflicts and additional<br />
1d3 damage as the egg fuses to<br />
bone, Fortitude save DC 13 negates. The<br />
save DC is Constitution-based. Once successfully<br />
implanted, the eggs can only<br />
be removed with remove disease or<br />
a Heal check DC 30. Failure<br />
results in an additional 1d4 damage<br />
to the victim. The eggs eventually<br />
hatch, even if removed from<br />
the host, although the hatchlings<br />
are quite vulnerable and starve<br />
quickly without food.<br />
During incubation the vektiss<br />
paralyze, cocoon, and feed the<br />
host a regurgitated substance that<br />
slows decay after death. Regardless<br />
of paralysis, the egg hatches in 72<br />
hours, then remains in the host, eating<br />
and growing. This causes 1d4<br />
damage and 1 point of Con drain per<br />
hour. Hatchlings reach maturity (1<br />
HD) after approximately four days.<br />
Locate Egg (Sp): All members of a pack can sense an<br />
implanted egg from one of their females at will, as if under the<br />
effect of locate object but with an extended range of 1000 yards.<br />
Poison (Ex): Bite, Fortitude DC 13, initial and secondary<br />
damage 2d6 Dex. The save DC is Constitution-based.<br />
Shadow Shroud (Su): *Vektiss have the supernatural ability<br />
to create or enhance darkness around them, deepening shadows<br />
and facilitating hiding. They cannot become invisible with this<br />
power, and it cannot be done in brightly lit areas; however it<br />
grants a +8 circumstance bonus to Hide checks.<br />
Skills: Vektiss have a +4 racial bonus on Hide checks<br />
and +8 racial bonus on Climb checks. They can always take<br />
10 on Climb checks, even if rushed or threatened. They can<br />
move through water at their swim speed without making Swim<br />
checks. They have a +8 racial bonus on any Swim check to<br />
per<strong>for</strong>m some special action or avoid a hazard. Vektiss can<br />
always choose to take 10 on a Swim check, even if distracted or<br />
199<br />
<br />
Vektiss<br />
endangered.<br />
They can use<br />
the run action<br />
while swimming,<br />
provided it swims in<br />
a straight line.<br />
Treasure<br />
Vektiss lairs may contain<br />
valuables left behind from their victims. Undamaged eggs can<br />
be sold to alchemists <strong>for</strong> 100 gp and are useful in mixtures<br />
used to enhance divination or to mark an item <strong>for</strong> easy magical<br />
detection. Eggs must be kept very cold to prevent hatching.<br />
Legends & Lore<br />
CoMMoN: The vektiss are clever insect-like creatures that<br />
hunt in packs.<br />
UNCoMMoN: Vektiss bites are poisonous and can paralyze<br />
a man. They capture people alive and take them to their lairs.<br />
RARE: Vektiss can create shadows and are exceptionally<br />
stealthy. They are known to plant eggs in captured victims,<br />
which can be removed safely only by means which cure disease.<br />
obSCURE: A vektiss pack can sense implanted eggs at<br />
a great distance. Getting rid of the eggs will throw them off<br />
one’s trail.<br />
<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9