The Klind are a race that I’ve had in my head since I started writing Hubris. I wanted to take a page out of Dune with their awesome bio-suits, as well as take what I love about the Yuan-Ti race of D&D and make it Hubris.
Sex Prophet: Init +0; Atk +0 as weapon, claws +0 melee (1d3 damage plus Luck Drain), AC 12; HD 2d4+1; MV 30’; Act 1d20; SP Luck Drain, Lust, Portend; SV Fort +1, Ref +2, Will +2; AL L.
Oracle, goddesses of the flesh, temptress are all names given to these beautiful and dangerous beings. All Sex Prophets are female and are held in high esteem, being blessed with rare abilities by Set himself. Sex Prophets are the only of the Klind that do not don the culture’s bizarre bio-organic armored suits. In combat a target struck by a Sex Prophet’s claws must make a Luck check, failure results in1d3 Luck being lanced away from them (these can be regained at a rate of 1 per day). Once per day a Sex Prophet can release a wave of maddening passion and lust in a 60’ radius. All in the affected area must succeed a DC 18 Will Save or collapse and writhe on the ground in a fit of passion and carnal pleasure until their next successful save. Those that critically fail are driven mad and lose 1d3 Personality permanently and writhe on the ground for 1 hour. The Sex Prophet feeds on the lust of her victims, allowing her to see prophecies of the future and replenishing her strength. For every target that fails she regains 1d4 HP. If the Sex Prophet is fully healed all additional 1d4 rolls are converted into 1 point of temporary HP. Sex Prophets constantly see glimpses of the future and possible outcomes. When a target lands a successful attack against a Sex Prophet they must also make a Luck roll- failure means that the Sex Prophet had foreseen the attack and was able to dodge out of harm’s way. Critical successes always hit, the Sex Prophet cannot foresee everything…
Desert Striker: Init +3; Atk +3 Scimitar melee (1d8+2), +3 short bow ranged (1d6), AC 15; HD 2d10+2; MV 30’; Act 1d20; SP Bio-organic Armor Type III; SV Fort +2, Ref +2, Will +1; AL L.
Desert Strikers are the foot soldiers and trackers of the Klind Empire. They are dedicated to the teachings of Set and to their High Priest. Desert Strikers prefer to set up ambushes and strike targets unaware, often flanking their foes and pelting them with arrows (there is a 15% that a Desert Strikers has 1d4 arrows laced with Asp venom (DCC, pg 446). Desert Strikers all wear Bio-Organic Armor Type III (see description below).
For every 20 Desert Strikers treat the leader as a level 2 warrior.
Klind Flesh Weaver: Init +1; Atk as weapon +2 melee, Serpent Staff +3 melee (1d6 and poison- DC 12 Fort Save or paralyzed for 1d4 rounds), AC 13; HD 2d6+1; MV 30’; Act 1d20; SP Flesh Weaving, Bio-Organic Armor Type I; SV Fort +0, Ref +1, Will +3; AL L.
The Klind Flesh Weavers are responsible for forming and growing the strange bio-organic armor that most of the Klind wear. Aside from their armor looking slightly more ornate than most other Klind, it is their serpent staff that shows their station. While not as skilled in combat as a Desert Striker or the elite Venomous Red Scales, a Flesh Weaver is able to hold their own. While growing the bio-organic armor takes extreme concentration and patience, the Flesh Weaver is able to use their abilities in combat. If a Flesh Weaver concentrates on a target for 3 rounds, that target must succeed a DC 14 Fort Save or have some part of their flesh warped. Roll 1d14 for effect: 1) Legs are fused together; 2) Eye lids are sealed; 3) Lips disappear; 4) Arms fuse together; 5) Arm fuses to abdomen; 6) Leg atrophies; 7) Arm atrophies; 8) Skin takes on melted appearance; 9) Skin melts away on arm, exposing muscles; 10) Lips are fused together; 11) Face becomes stretched; 12) Fingers become fused together; 13) Toes become fused together; 14) Skin melts away on face, exposing muscles.
Grand Weavers are treated as level 4 alchemists and are extremely rare and held in high esteem among the Klind. The Fort DC for their flesh weaving is increased to 20.
Klind Priest: Init +1; Atk bite +1 melee (1d3+1), as weapon +1 melee/ranged, AC 14; HD 2d6+1; MV 30’; Act 1d20; SP Invoke the Name (roll +5), Bio-Organic Armor Type II; SV Fort +1, Ref +0, Will +3; AL L.
Klind Priests bring forth the message of Set unto the masses. They cast dark rituals and offer sacrifices to their deviant god. Through the dark pact with Set, priests take on a serpentine appearance. Their eyes become that of a snake, their nostrils mere slits, and their mouths thin and stretched with small fangs. Priests are able to Invoke the Name of Set as a cleric would, receiving +5 to their roll.
For every 10 priests there is 1 cleric that resides over the den. For every 50 members of the den there is a level 3 cleric.
Venomous Red Scales: Init +4; Atk as weapon +4 melee/ranged, Red Scimitar +5 melee (2d4+3), AC 16; HD 3d12; MV 30’; Act 2d20 plus bite 1d16; SP Poisonous bite, Bio-Organic Venomous Red Scale Armor; SV Fort +3, Ref +3, Will +3; AL L.
These elite Klind warriors are a terrifying sight with their armor of red reptilian-like scales and covered in small barbs and hooks; their helmet resembles the head of a red asp of the Slithering Peaks. Very few see what is beneath the helmet, and even fewer have lived to describe.
To become a member of the Venomous Red Scales the initiate must travel to the Slithering Peaks and survive a bite from a Red Asp and then and take part in the Ritual of the Serpent, transforming them into a half man-half snake hybrid.
A Venomous Red Scale is able to deliver a bite attack that deals 1d6 damage. Those struck by the bite must succeed a DC 18 Fort save or die. If the target succeeds they suffer 2d6 Stamina damage and develop a high fever until healed naturally.
A troop of 20 Venomous Red Scales is led by the Serpent Head, a level 5 warrior.
Bio Organic Armor Info
Bio-Organic Armor Type I- Ignores 1 point of all damage, regenerates 1 HP per turn, target does not need to consume more than 1 cup of water every 8 hours, grants low-light and infravision 30’, can breathe in a sandstorm up to 1 hour. AC +3, Check Penalty -0, Fumble die d8.
Bio-Organic Armor Type II- Ignores 2 points of all damage, regenerates 3 HP per turn, target does not need to consume more than 1 cup of water every 8 hours, grants low-light and infravision 60’, can breathe in a sandstorm up to 4 hours, can grow claws (1d4 damage). AC +4, Check Penalty -1, Fumble die d8.
Bio-Organic Armor Type III- Ignores 3 points of all damage, regenerates 4 HP per turn, target does not need to consume more than 1 cup of water every 12 hours, grants low-light and infravision 90’, can breathe in a sandstorm up to 4 hours, can grow claws (1d4 damage). AC +5, Check Penalty -3, Fumble die d8.
Bio Organic Venomous Red Scale Armor– Covered in barbs that do d4 damage to any target in a struggle with wearer. Ignores 3 points of all damage, regenerates 4 HP ever three rounds, target does not need to consume more than 1 cup of water every 24 hours, grants low-light and infravision 90’, can breathe in a sandstorm indefinitely, can grow claws (1d6 damage). AC +6, Check Penalty -4, Fumble die d12.