4 hours ago
Monday, March 11, 2013
Slavers (yssgalahl is an approximate rendering of their autonym) are aquatic sophonts who look vaguely like 4 m long mucus-covered catfish with tentacles. The Slavers are a psionic species who use their abilities to stun prey in their native oceans. They had never developed more than the most rudimentary tool use, until human explorers fell prey to their attacks. Off world organisms lacked the psionic resistance of native fauna; the explorers were mentally dominated rather than merely stunned.
The Slavers had acquired space travel.
Only the sheer size of galactic civilization, their aquatic nature, and the resistance of other psi-capable species kept them from establishing a vast empire. Instead, they resorted to becoming slave traders. They keep those they need to serve them on their world and in their ships and sell the rest on the galactic market. There are places where “naturally” grown sophonts are preferable to bioroids or robots. The Slavers are the primary suppliers of Minga slave women.
Hit Dice: 8
Saving Throw: 11
Attack Bonus: +8
Damage: 4 tentacles (1d6 + slime)
Skill Bonus: +1
The slime coating the Slaver’s tentacles is a paralytic to life native to its world, but cause skin changes to humans which lead to 1d4 damage each interval the affected isn’t kept cool and damp (Toxicity 8, Virulence 3, Interval 5 minutes). Slavers can create realistic sensory experiences in the minds of biologic sapients if they fail of Mental Effect saving throw. The Slaver’s also possess an ability similar to Overpowering Will, which they can use 3 times a day. The power can be used on any single individual within 9 meters. If a being is dominated, they will serve the Slaver until some external force breaks the control. If the enslaved individual is separated from the Slaver by more than a kilometer, a new saving throw roll is made every day.