Orglin 4 (12)

Planar Bestiary

Rarely, an orglin is hatched that is a throwback to their ancestral form, without the mutations granting them tentacle legs. Their masters normally slay these "useless" beasts and feed their meat to other minions.

Orglins originated in the Far Realm. Mutated by the mere desire of greater entities of that rulerless kingdom, they serve as mounts and beasts of burden for their masters or any who dare to telepathically command them. When orglins appear in the multiverse, they resemble snails with fleshy, retractable shells. An orglin moves unnaturally quickly on dozens of tentacle-like legs that emerge from beneath their large lower portion.

Telepathic aberrations use orglins as mounts and beasts of burden. A creature with telepathy can move into the brain-shell of a riderless orglin, link to their mind, and control them effortlessly. The beast reflexively closes their shell around their rider, protecting them against attacks.

An orglin's body is covered in slightly sticky mucus that smells horrible to humanoids and most normal animals. If frightened (or directed to attack by their rider), the orglin can vomit this material at range, coating foes and potential predators.

Motive: Hungers for flesh

Environment: Anywhere in the multiverse, almost always ridden by another entity spawned by the Far Realm

Health: 15

Damage Inflicted: Moderate wound (4 points)

Armor: 2

Movement: Short; short when climbing

Modifications: Speed defense as level 2 due to huge size; resists mental influence as level 10 (while being telepathically controlled); climbs as level 7

Combat: An orglin slams or headbutts a target.

Once per day, an orglin can vomit a concentrated burst of offensive chemicals at three targets within short range. Targets that fail a Speed defense task are coated in foul-smelling liquid. A coated creature exudes a horrible stench for about an hour. The coated victim is hindered while the stench lasts. Other creatures that breathe that are not of the Far Realm are also hindered while they are within immediate range of the coated victim. A victim can remove the stench from themself by spending at least ten minutes bathing in water, alcohol, or vinegar.

Interaction: A riderless orglin is as dangerous, unpredictable, and intelligent as a bull or wild boar. If contacted telepathically, they automatically calm, coming under the contactor's control, and wait for the potential rider to approach. While a telepathic rider controls the orglin and is not fully encased by the orglin's shell, the rider takes only half the damage dealt to them, and the orglin takes the other half through a bio-telepathic conduit. If fully encased, the rider can't be targeted by regular attacks while the orglin remains alive. If the rider harms the orglin or ends the mental contact, the orglin reverts to their normal behavior.

Use: A stranger whose skin is as transparent as glass, wielding unsettling biomechanical weapons, rides into the area on an orglin.

GM Intrusion: A character controlling and riding the orglin notices that their skin is beginning to lose its opacity, revealing hints of muscles and organs beneath. This doesn't have any immediate mechanical effects, but is probably unsettling for the character.
GM Intrusion: The orglin pins a character beneath their huge bulk, inflicting a moderate wound (4 points) each round; the victim's escape attempts are hindered by two steps.