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New Lifeforms
These aliens use the same statistics as found in the Farscape core rulebook. A description of what each statistic infers can be found on page 287 of that manual.Name:
Myari
Size: Medium (up to 2 meters tall)
Hit Dice: 1d6 1
Initiative: 0
Speed: 20
AC: 12 (+2 natural)
Attacks: None
Damage: None
Face/Reach: 2m x 2m / 2m
Special Attacks: Mind Blast
Saves: Fortitude 1, Reflex +0, Will +6
Abilities: Strength 8, Dex 10, Con 8, Int 10, Will 14, Cha 10
Skills: Appraise +4, Craft +4, Profession +4
Feats: Iron Will
Challenge Rating: 1
Myari actually comprise two different symbiotic creatures, united as one entity. One of the creatures, the Talking half, as they call it, is highly intelligent and would have the ability to
travel, if its body was not so frail. The other creature, the Standing half, provides its partner with protection, a framework that supports movement, and a powerful mental attack. Neither the
talking half nor the standing half of the Myari could move under its own power. Much as bone and muscle work together to help other creatures move, the standing half provides a framework
while the talking half moves that frame.
They are joined together at birth. When a talking half is born, one of the parents standing half buds a new symbiote from itself, which is then placed on the other half, and the two are
left to bond over the next arn. The process appears quite painful, but neither half could survive for long without the other. Once the bonding is complete, the two consider themselves a single
entity. The Myari do not consider the child truly born until the bonding completes. Attempts to bond a standing half to a different race have been largely unsuccessful, and usually result in
painful, messy death.
The Myari live fairly peaceful lives, and have little capacity for violence. The only protection they possess comes from their standing half, which enhances the mind of the talking half
to the point where it can deliver a powerful psionic blast. A bolt of energy fires from the Myaris mind and unerringly strikes its target. In general, they use this blast only for self-defense,
preferring to travel the galaxy in peace. They have only begun exploring space in the last 150 cycles, and sent scouts all across the Uncharted Territories in search of new species. These scouts
often work as merchants and traders, avoiding places of physical conflict.
Mind Blast: This psychic assault requires a Will DC 13; failure means the victim takes 3d6 damage; success means they take half damage. Myari can automatically strike any target they can
see within 20 meters.

Name: Narsik Plant
Size: Small
Hit Dice: 1d8+10 (14)
Initiative: +4
Speed: 0m
AC: 15 (+6 natural, +1 size, -2 Dex)
Attacks: 2 spine spitters +6/+1 missile
Damage: Spine spitters 1d8
Face/Reach: 1m x 1m / 1m
Special Attacks: Stun Poison
Saves: Fort +4, Ref 2, Will -2
Abilities: Str 6, Dex 7, Con 10, Int 1, Wis 7, Cha 6
Skills: Spot +2
Feats: Improved Initiative
Challenge Rating: 2
Originating on some unremarkable colony world in the Uncharted Territories, the narsik plant is used by several groups of pirates and other underworld groups as a primitive security system.
While it has only limited visual abilities from primitive photosensitive pigments on its leaves, it has extraordinary olfactory organs which can detect creatures at ten meters and differentiate
between individual humanoids of the same species.
Narsiks possess a natural defensive mechanism in the form of a row of spines within the main pod of the plant. It can launch these spines in pairs at targets up to twenty meters away, but
accuracy suffers quickly with range. The average Narsik plant holds twenty spines, and it takes two full days to regrow a single pair. When combined with the olfactory abilities of the narsik
plant, they make a passable primitive security system; it takes only a few weeks of training to recognize certain scents and attack anyone who does not possess them.
Stun Poison: The spines of the narsik plant contain a weak poison that stuns its victims. Those struck with the spines must make a Fortitude check against a DC of 10. or else suffer a 2
penalty to all actions for the next five rounds. Those who make their check are unaffected.

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