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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: Skrannix
Size:
Medium (1 meter in diameter in their natural energy form)
Hit Dice:
2d12
Initiative:
+4 (improved initiative)
Speed:
60
AC:
13 (+3 natural)
Attacks:
by form
Damage:
by form
Face/Reach:
2m x 2m / 2m
Special Attacks:
None
Special Qualities:
Polymorph, Sense Fear
Saves:
Fortitude +0; Reflex +0; Willpower +8
Abilities:
Str 10, Dex 10, Con N/A, Int 6, Wis 18, Cha 16
Skills:
Hide +4, Move Silently +4, Listen +3, Search +7, Spot +4
Feats:
Improved Initiative, Iron Will
Challenge Rating:
2

These small energy beings are quite dangerous, but they are thankfully rare. Though they are highly intelligent, they are still driven almost entirely by instinct to feed and to reproduce. Skrannix feed on fear, with mortal fear particularly pleasing their palate. They usually focus on a single target at a time, finding their victim’s deepest phobias and exploiting them. It will take the physical form of that which the victim fears, usually when the victim is alone. If the victim has a less physical or tangible fear, such as a fear of darkness or heights, the Skrannix will do its best to put the victim in such a state. They draw out such fear for as long as they can, then kill their prey for the final, mortal terror that death brings. Once one has consumed enough fear, which a single victim may be able to provide it, it can then reproduce, splitting its energy in half and becoming two equal entities.

Skrannix are not particularly social creatures, and once it has reproduced, the two Skrannix often go their separate ways. There are stories, however, of Skrannix multiplying on board spacecraft, and continuing to work together until they reach a planet. Though Skrannix can survive in the cold of space, they have no means to travel rapidly, and they are known to smuggle themselves aboard vessels to travel to new worlds. If left in the dead of space, they will likely starve before reaching their next meal.

Sense Fear: The Skrannix are able to sense a target’s phobias. This can be resisted by a Will save (DC 18). If it successfully detects an object or creature that the target fears, it may then polymorph itself into that object.

Polymorph: Once it has successfully detected fear, the Skrannix may polymorph itself into the object of fear. It gains the size, attacks, damage, and normal abilities of the object into which it has polymorphed.

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Name: Umort
Size: Tiny
Hit Dice: 1d4+10 (12)
Initiative: +3
Speed: 8m
AC: 15 (+2 size, +3 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d4-1
Face/Reach: 1m x 1m / .5m
Special Attacks: None
Saves: Fort +1, Ref +4, Will –2
Abilities: Str 8, Dex 16, Con 10, Int 5, Wis 7, Cha 14

Skills: Disable Device +2, Hide +5, Sleight of Hand +5, Listen +2, Spot +3, Search +3, Survival +4, Security Systems +2
Feats: Alertness
Challenge Rating: 1/2

Native to the planet of Paradise, the umort is commonly considered little more than an annoying trickster. The creatures are known to be partial to shiny objects, things with moving parts and simple tools. What many do not realize is that the umort is clever enough to put the tools it collects to good use, taking apart simple machines for amusement. More than one house on Paradise has been found with its locks dismantled and all the shiny objects in the house removed.

The umorts are commonly considered cute and are popular pets on Paradise. Many have been shipped off worlds to sell as pets on other planets, but the creatures retain their mischievous nature even when domesticated. They can be quite affectionate to their owners, but they will still steal things that strike their fancy.

Given their natural thieving skills the umorts have become tools for several groups of thieves. Their small size allows them to get in places most races cannot, and the mechanical aptitude of the umort allows it to work its way through locks and other security systems. Several groups of Zenetan pirates have taken to keeping the umorts as something of a mascot.

The umorts are normally not violent, but certain celestial events are said to cause their behavior to vary dramatically. On Paradise, meteor showers are said to drive the umorts to violent attacks on residents, but these have been rare. On some worlds, the umorts are driven to violence when two moons are visible. Some umorts are trained to attack by pirate groups, but these are rare.

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