Hesper | Aliens | SFRPG SRD | Glasstop Games

Hesper

Hesper

CR 2

XP 600

CN Medium fey

Init +1; Senses low-light vision; Perception +7

Defense

HP 21

EAC 13; KAC 12

Fort +3; Ref +3; Will +5

Defensive Abilities reactor sprite; Immunities fire, radiation

Weaknesses vulnerable to cold

Offense

Speed 30 ft.

Melee mutating touch +3 (see below)

Ranged energy ray +5 (1d3 A, C, E, or F)

Spell-Like Abilities (CL 2nd; +3 melee, +5 ranged) 1/day—jolting surge, overheat (DC 15) At will—energy ray, mending Constant—detect radiation

Statistics

Str +0; Dex +1; Con +2; Int +0; Wis +1; Cha +4

Skills Diplomacy +12, Engineering +7, Physical Science +12

Languages Common

Ecology

Environment any starship or urban

Organization solitary, pair, or clique (3–12)

Special Abilities

Mutating Touch (Su) A hesper can deliver an enormous dose of radiation with a touch, triggering sudden mutations and pain in living creatures. With a successful attack against a living creature’s KAC, a hesper causes the target to sprout tumors that erupt at the beginning of its next turn, causing a random mutation (roll 1d20 on the following table) that persists for 24 hours. An affected creature can negate this transformation with a successful DC 13 Fortitude saving throw. Once a creature has been affected by a hesper’s mutating touch, it becomes immune to that particular fey’s mutating touch for 24 hours.

Mutating Touch
D20MutationEffect
1Additional eyesTarget gains light blindness and a +4 bonus to sight-based Perception checks
2-3Autonomous parasiteTarget takes 1d6 slashing damage as a parasite emerges
4-5Bioelectric cellsTechnological items held by the target gain the broken condition for as long as the target holds them
6-7Claws, spines, or teeth on one limbTarget gains a natural melee attack that deals 1d3+Str piercing damage for Medium creatures, but it takes a –2 penalty to attacks with two-handed weapons
8-9Target sheds light as a lantern and takes a –5 penalty to Stealth checksTarget sheds light as a lantern and takes a –5 penalty to Stealth checks
10Target gains the amphibious ability, but takes a –2 penalty to Fortitude saving throwsTarget gains the amphibious ability, but takes a –2 penalty to Fortitude saving throws
11HypertrichosisTarget gains a +1 bonus to its AC, but the max Dex bonus of armor it wears decreases by 1
12-13Musk glandTarget gains a 30-foot aura that nauseates living creatures within it (Fortitude DC = 10 + half the target’s level or CR + the target’s Con modifier)
14-15Secondary earsTarget gains vulnerability to sonic damage and a +4 bonus to hearing-based Perception checks
16-17Vestigial limbTarget grows a useless extra limb that imparts a –2 penalty to Dexterity-based skill checks
18-19Weeping soresTarget takes a –2 penalty to Charisma-based skill checks
20Wracking painTarget is sickened

Reactor Sprite (Su) If a hesper spends 1 hour in close contact with a starship’s power core or another large power source (such as a fusion reactor), it can form a long-term bond. A hesper can merge with its bonded reactor, gaining fast healing 5 while it remains merged. A merged hesper is aware of what happens in the reactor’s immediate vicinity, but if the reactor is broken or suffers the wrecked critical damage condition, the hesper is immediately expelled and takes 3d6 damage. If the reactor is destroyed while the hesper is merged with it, the hesper is slain instantly (Fortitude DC 15 negates). A hesper can bond with only one reactor at a time, and forming a new bond severs its previous bond.

This page contains Open Game Content used under the Open Game License (OGL).