Ulatra
Image © Bastion Press
[Sponsored by Soluman Blevins. The ulatra was clearly some author or editor’s favorite monster--they first appeared in the 3pp Minions book, and then became a major part of the Oathbound campaign setting, to the point of appearing on the cover of one of the books, Plains of Penance, and being a character in a novel in the setting. Their anatomy is frankly baffling, which is why I’ve changed them from a monstrous humanoid into an aberration. Here’s some sketches of their faces, which help make them make more sense. In fact, I think they’re downright cute.]
Ulatra
CR 16 CN Aberration
This creature is a bestial humanoid half again as tall as a human, with a chitinous exoskeleton that splits in places to reveal cables of muscle. It has four arms—two ending in clawed but prehensile hands, and two in mantis-like talons. It has a zipper-like jaw running down its throat, four long ears, and no fewer than 8 eyes—four set in its head, and four on the tips of cable-like tendrils growing along its back. Its two long tails each end in a nasty stinger, and spiny bristles grow along its back like a mane.
An ulatra is a one-monster army, its body covered in paralyzing spines and its every appendage a weapon. They are clearly a synthetic creature, and many sages suspect the aboleths of being their creators. This is supported by the utter hatred the two species have for each other. In their interactions with other creatures, ulatras are stalkers and trackers first and foremost, but they usually prefer to rob than to kill. These creatures have a magpie-like obsession for treasure, with some individuals collecting only very specific items at a time (red gemstones, for example, or just left boots), whereas others are more broad in their tastes.
Ulatras are intelligent enough to grapple spellcasters, paralyze healers, and otherwise choose their attacks carefully when fighting an entire party at once. Most ulatra attacks, however, involve an individual creature being paralyzed by a spine, robbed of whatever the ulatra finds most interesting, and then abandoned. If the victim of this robbery fights back, however, the ulatra will typically shred it to pieces. Ulatras expand their collections to body parts as well if they kill a victim, and their saliva has unusual preservative properties, allowing their trophies to remain fresh even if stored underwater or in humid environments. Ulatras will usually flee if they are losing a fight, unless their collection is at risk, whereupon they fight to the death.
Ulatras are very uncommon, and can be found in any environment. They breathe both air and water and are surprisingly fast swimmers. They tend to range from their lairs, which are often caves, crevices, hollow trees or rocky pools, hunting for days or weeks at a time and then returning to add their new treasures to their collection. Few ulatras focus on one collectible exclusively over their entire lives, and may have multiple “galleries” reflecting different periods of obsession. A few ulatras can be persuaded to part with older or no-longer favored items as part of parley, and might even trade for a treasure if they are suitably convinced they cannot take it by force.
Perhaps most rare, and most helpful, are ulatras that collect friends. On rare occasions, an ulatra will adopt a single person or creature, or even an entire adventuring party, herd of animals, or community as a part of its collection. These creatures it will defend as zealously as if they were material goods, making it a powerful if somewhat unreliable ally. Ulatras engaged in this behavior can become jealous of newcomers, and may shoot first and ask questions later if they feel that their wards are threatened.
An ulatra stands between eight and nine feet tall upright, but they are just as comfortable walking on four legs as two. Many aspects of their life history—lifespan, how and even if they reproduce—remain a mystery to humanoids.
Ulatra CR 16
XP 76,800
CN Large aberration (aquatic)
Init +9; Senses all-around vision, darkvision 60 ft., Perception +27
Defense
AC 31, touch 19, flat-footed 21 (-1 size, +9 Dex, +1 dodge, +12 natural)
hp 252 (24d8+144); fast healing 10
Fort +15, Ref +17, Will +18
DR 10/adamantine; Immune acid, paralysis, poison, sleep, stunning; Resist cold 10, electricity 10, fire 10; SR 27
Defensive Abilities evasion
Offense
Speed 40 ft., climb 30 ft., swim 60 ft.
Melee bite +25 (2d8+8/19-20), 2 claws +25 (1d6+8), 2 talons +25 (1d8+8/19-20), 2 stings +25 (1d6+8), eyestalks +20 touch (grab)
Ranged 4 spines +26 (1d10+8 plus paralysis)
Space 10 ft.; Reach 10 ft.
Special Attacks mulitgrab, paralysis (Fort DC 28, 2d4 rounds), spiny grapple
Statistics
Str 26, Dex 28, Con 23, Int 15, Wis 18, Cha 17
Base Atk +18; CMB +27 (+29 sunder, +31 grapple); CMD 47 (49 vs. sunder)
Feats Blind-fight, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical (bite, talon), Improved Sunder, Lightning Reflexes, Point Blank Shot, Power Attack, Step Up
Skills Acrobatics +28 (+32 when jumping), Appraise +18, Climb +27, Disable Device +25, Knowledge (geography) +21, Perception +27, Sleight of Hand +25, Stealth +34, Survival +27, Swim +27; Racial Modifiers +4 Perception, +10 Stealth, +4 Perception
Languages Aboleth, Aklo, Ulatra
SQ amphibious, camouflage
Ecology
Environment any land, aquatic or underground
Organization solitary
Treasure double standard
Special Abilities
Camouflage (Ex) An ulatra can change its coloration at will, granting it a +10 racial bonus to Stealth checks. It does not need cover or concealment to make Stealth checks.
Multigrab (Ex) An ulatra can grapple a creature using only its eyestalks at a -10 penalty. If it does so, it does not gain the grappled condition.
Paralysis (Ex) A creature paralyzed by an ulatra can attempt to shake off the paralysis by attempting another Fortitude save as a full round action.
Spines (Ex) As a standard action, an ulatra can fire four spines from its back. Treat this as a ranged attack with a thrown weapon with a range increment of 40 feet. A creature struck takes 1d10 piercing damage modified by the ulatra’s Strength bonus, and is exposed to the creature’s paralysis. An ulatra can fire up to 20 spines at a time; once these are used, it cannot use this attack, or its spiny grapple ability, for 10 minutes as the spines regrow.
Spiny Grapple (Ex) A creature grappled by an ulatra must succeed a DC 30 Reflex save each round or be struck by the ulatra’s spines, taking damage as appropriate. If the ulatra is using its multigrab ability, this save is made with a +4 bonus. The save DC is Strength based.
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Been working on a module for the Mothership TTRPG called Kopii! It’s a module about androids, memory, and non-euclidian spaces inspired by rose-engine's Signalis, Kane Pixels Backrooms series, and Silent Hill. The adventure included takes place on Atlantis Station, which was previously renowned for revolutionary treatments done on androids suffering from a condition called S.A.D. or Synthetic Anemoia Disorder. Now the station has vanished, and it waits in the periphery of known space waiting to be found again.
Included so far in the module are:
-Rules for human to Android conversion.
-Rules for Android memory limiters, along with the benefits and consequences of disabling them.
-Alternative stat-lines for the Android class, taking equipment from the Marine and Teamster kits who specialize in their own array of tasks.
-The wreck of the Ahab, a ship that crashed into the lobby of Atlantis Station’s visitor center.
-A lucky spanner.
It’s been a blast to work on this so far, and I’m excited to see where it goes!
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Rage Across Vancouver Island (3PP Book)
It's been (exactly!) 2 months since myself, @antipathiczora and @noctuafoxglove uploaded our book to the STVault and it still isn't visible on main pages unless directly linking (or a few other obscure ways, very weird), so here's another little post about it!
Rage Across Vancouver Island (link here) is a supplement for Werewolf: the Apocalypse 20th (or earlier) that focuses on Vancouver Island, BC, Canada, and the septs that call it home. It is heavily based on the 8+ years my group has been playing here, and is focused on exploring both inter-Tribe and inter-Fera relationships, as well as preserving this rare beating heart of Gaia. It includes information on five septs and their NPCs, new spirits, and a new Pentex Subsidiary based on logging and lumber.
The book is listed as pay what you want, but you are in fact encouraged to pick it up for free! We're eager to hear feedback, on STVault, here, or via the email listed within the book.
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Have you done much with Spheres of Power, Might, Guile, or Origin? Would you ever consider experimenting with them in terms of playing/GMing/building with the system?
There is so much 3PP content for Pathfinder. I do not use it in my writing because I want my work to at least be easily compatible with core PF1e material. Long time readers may have noticed that whenever my stat blocks use material even from outside the Core Rulebook, I link to it. Adding additional systems, I think, would add a lot more complexity and reduce the use cases even more (and I'm already writing rules material for an abandoned rules-set; I can't afford to alienate anyone!). And I don't use 3PP content in my games beyond the occasional monster partially for the same reason, and partially because I get to GM so rarely, and play PF1e basically never.
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