TARANID 5 (15)

The Strange Bestiary

A taranid appears as a normal human with exceptionally long silver hair—that is, until it attacks, and its mass of "hair" animates as if alive, framing the creature in a 25-foot (8 m) radius of waving tendrils. Within the aura of silvery tendrils, the taranid stands partially obscured as if enmeshed in a sphere of flickering electricity. Its eyes glow with silver flame, and its grin is a glittering gash in its face.

Taranids claim to be the unwanted children of a god of the underworld and a god of lightning. The offspring were imprisoned partly to hide the fruit of the regretted union and partly because of their frightening powers. But after millennia, taranids evolved beyond their prisons and broke free. Despite that freedom, they feel cheated of their place in the divine pantheon, and they work to regain the legacy that should be theirs.

Given that no mythology names the taranids, some people wonder if the creatures are lying about their divine origins.

Motive: Power and prestige, vengeance

Environment (Magic or Weird Science): Almost anywhere

Health: 28

Damage Inflicted: Moderate wound (7 points)

Movement: Short

Modifications: Attacks as level 6; perception as level 4; climbing as level 7 (when using tendrils to assist).

Combat: A taranid uses its tendrils to attack a target within short range. This inflicts a moderate wound (7 points), and victims who fail a Might defense roll are dazed by a painful electric discharge. If dazed, the victim is dragged to within immediate range of the taranid (if it's not already that close). The taranid attacks only one foe at a time in this fashion, and only creatures no larger than twice the size of a human.

Creatures pulled close to the taranid (and all other creatures in immediate range) are automatically touched by dozens of electrified tendrils each round and take 5 points of damage. When a taranid is killed, it releases an electrical blast that inflicts a moderate wound (5 points) to all creatures within short range who fail a Might defense roll. Taranids have 10 points of Armor against electrical damage.

Taranids have 10 points of Armor against electrical damage.

Interaction: Whether they speak the truth about their past or are merely spinning a tale to elevate their status, taranids usually end up being revealed as vindictive and treacherousno matter what promises they make or the eloquence with which they lay out their case.

Use: PCs investigating a holy area that has dropped out of contact find that three taranid siblings have taken up residence there and have cowed the monks into treating them as demigods. If the PCs follow suit, all is well, but if they show signs of nonbelief, they are labeled as blasphemers and marked for death.

Loot: Any given taranid usually carries 1d100 . 10 units of currency and a cypher.

GM Intrusion: A PC struck by a taranid's silvery tendril must make an additional Speed defense roll, or one of his cyphers flares and activates on its own, with no direction from the character.