Xeno Catelog

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This is a thread for putting up aliens or other creatures and monsters that we create.

First off.. The Desmou

Desmou
Desmodus are massive, batlike humanoids who live in caverns deep underground. They are omnivorous and usually not dangerous unless attacked. An adult desmodu stands 8 to 9 feet tall. Its body is covered with reddish-black or reddish-brown fur. The creature has long arms, short legs, and a head like that of a bat. A membrane of leathery, black skin stretches from each wrist to the corresponding ankle. A desmodu's hands and feet are long and narrow, with stubby, curving digits ending in retractable claws. The fingers and toes, along with the heel and palms, are equipped with a cilia that give the creature a very sure grip.
A desmodu is bipedal. Normally it walks upright with a rolling gait, but it can also get down on all fours and gallop along at twice its base speed. The typical desmodu wears armour and a harness for carrying tools and weapons, but very little else.
Their native language includes both ultrasonic and subsonic utterances, so non-desmodus cannot speak it. They have deep, rich voices though their speech includes the occasional sharp squeak or bass rumble when they are using a language other than their native tongue.


Type: Giant Humanoid
Size: Large. Desmou take a -1 size penalty to Defense, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. They gain a +4 size bonus on grapple checks. Their lifting and carrying capacity limits are twice those of a Medium-size creature.
Desmou must use two hands to wield a Huge weapon, and light weapons for them are Medium-size.
Desmou occupy a 5-foot by 5-foot fighting space, and have a reach of 10 feet.
Hit Dice: Desmou have 2 Hit Dice as a Giant, gaining 2d8 hit points, base attack bonus of 3/4 HD, good saving throw of Fortitude, 6 + Int modier + extra HD skill points with Balance, Handle Animal (Bat), Jump, Listen and Spot as class skills; 1 + 1 per 4 extra HD feats.
Ability Modifiers: +4 Strength, +1 Constitution. Desmou are strong and resilient creatures.
Speed: 20 feet, 40 feet gallop, 30 feet climb. Desmou have short legs which makes them a bit slower, but can go on all fours and gallop at twice their speed as long as there is nothing in their hands. Desmou are also excellent climbers.
Natural Armour: Desmou has a thick fur covered hide that gives them a +2 natural armour bonus to Defense
Armour and Weapon Restrictions: Desmou cannot wear armour designed for other species. Their armour is larger and specially designed to accommodate their unique builds, and costs more than similar armour sized for a Medium-size character; increase the PDC of Desmou armour by +3.
Claws: A desmou has retractable claws that can be used in combat. Extending or retracting the claws is a free action. A Desmou claw attack deals 1d4 damage.
Blindsight: Desmou emits high-frequency sounds, inaudible to most other creatures, that bounce off nearby objects and creatures. This ability enables it to discern objects and creatures within 120 feet. The desmou usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Darkvision: Desmou also have excellent vision in the dark, allowing them to see out to 60 ft in complete darkness.
Automatic Feat: Desmous automatically gain Exotic Weapon Proficiency Notbora.
Skill Bonus:  A desmodu receives a +4 racial bonus on Spot and Listen checks. They also get a +2 racial bonus on grapple checks. When wearing light armour or none, they gain a +2 bonus on Balance and Jump checks.
Screech: Once per day, a desmodu can produce a screech that can literally tear items apart. The creature can choose one of two effects.
Ray: A ray deals 5d6 points of sonic damage to any creature or object it strikes. This attack has a range of 30 ft.
Spread: A sonic concussion causes every creature (except other desmodus) within a 30-foot spread centered on the desmodu to be stunned for 1d4 rouns. A successful Fortitude save (DC 20) negates the effect. 
Age: Desmodu live about as long as humans, with similar age ranges.

Society
Desmodus live in small, independent family groups that gather in loosely organized colonies or enclaves to pool resources and create a communal defense. They eschew complex social organizations, and individual families live as they please. Each family group includes several generations, with the eldest generation acting as the ruling body to settle all issues.
The oldest and most experienced members in an enclave form a council to settle disputes between families and make recommendations about handling external affairs. Desmodus of the same age from different families frequently adopt each other as siblings. These adopted siblings are called age-mates, and they always refer to each other as though they were blood kin. The extended family ties that desmodus form in this manner can be both varied and complex, and they usually not clear to anyone except other desmodus.
Desmodu live in cavern like structures festooned with stalactite and stalagmite like structures which house living quarters and store rooms. Many are used to house large bat like creatures that desmodu raise and breed for various purposes.
A desmodu settlement includes noncombatants (mostly children) equal to 20% of the fighting population. The society is egalitarian, so both males and females can be found filling almost every role.
Desmodus enjoy a simple lifestyle. They understand the value of weapons and tools, but they keep neither money nor valuables. They conduct trade through barter, and the only distinction they recognize as a status symbol is the number of bats and lizards a family owns.
Breeding, keeping, and training bats is a favourite activity among the desmodu. They consider it a mark of distinction to breed a new and useful type of bat, and thus countless varieties of bats exist within desmodu caverns.
Desmodu artisans produce a wide variety of ingenious and high-quality goods. All desmodus appreciate good music and items that can produce or enhance sounds. Their own music, however, is mostly inaudible to others because of its ultrasonic and subsonic components.
Desmodu do possess advanced technologies, such as space flight, but in a somewhat more limited scope. Since their society does not make for governments or companies, several enclaves possess varying manufacturing from metal and plastics, to others that lack such facilities but possess vast food stores. This allows for quite an interesting evolution of the barter system which does not involve money at all. Some enclaves have barter contracts where one that has something the other doesn't, the other provides a continuing service that the other needs, and vice versa.

Desmodu Items
Most desmodu items are larger than other species due to their size. They also don't produce many items such as personal armour, and what armour they make is designed to fit their unique builds. Desmodu haven't developed high frequency blades in large quantities as the frequencies they operate at irritates desmodus and can cause headaches, thus most of their weapons are nonpowered, although some might be enhanced with heat generator or electrical abilities.
Desmodu aircraft and space ships usually have wings modelled after bat wings, which gives them excellent low speed maneuverability and gliding, but not particularly fast. They wings are also designed to retract and fold for better storage. Of the few desmodu space carriers so far encountered, carry a large amount of fighters, which are launched from a rack, which allows for a large number to be launched a single time. Many space farers refer to desmodu carriers as bat caves as the inside of the hanger looks quite similar to a cave with dozens to hundreds of bat-like ships hanging from the ceiling, waiting to take flight.

Frostfire: This sticky, adhesive substance drains away heat when exposed to air or moisture. A flask of frostfire can be thrown as a grenadelike weapon with a range increment of 10 ft, and a direct hit deals 1d6 points of cold damage. The target can then attempt to scrape off or wash away the frostfire, if desired. If this does not occur, the target takes an additional 1d6 points of cold damage on the round following the direct hit. Removing frostfire by scraping requires a successful Reflex save (DC 15).  Alternatively, the substance can be removed automatically by dousing it with at least one pint of alcoholic or acidic solution, such as wine or vinegar. Either method requires a full-round action. PDC 12 for 5

Notbora: This huge exotic double weapon looks like a big quarterstaff with a crook at one end. A notbora has a hinge in the middle so that it can be folded for storage. The wielder can unfold the ewapon and lock the hinge by pressing a hidden catch (a free action when drawing the notbora). The notbora's straight end is actually a sheath that can be removed to reveal a blade. The hooked end can be used to make trip attacks. A wielder who is tripped during his or her own trip attempt can drop the notbora to avoid being tripped.
Each end of the notbora deals 2d6 points of damage. The hooked end is a blunt weapon that deals double damage on a critical hit. With the sheath in place, the straight end functions the same way. With the sheath removed, the straight end is a slashing weapon that deals double damage on a critical hit and threatens a critical hit on an attack roll of 19 or 20.
Weight 8 lbs 
PDC 16
Perhaps a shortened version, Xenologs?

I will immediately report any Phishers or Lonely Hearts Scam Artists.

I liked the suggestions of Xenologs since it feels to me like a official logbook of a Deep Space Research & Exploration Starship tasked with not only finding human classed habitable worlds or uninhabitated worlds that have no sentient lifeforms and could be terraformed for human use but also first contact/observation of space capable and pre-space capable sentient alien species

I have somewhere my attempt at making the Ctarl Ctarl race from Outlaw Star as a playable race...
Well.. I'd like to change it to Xenologs.. but I can't seem to change the title now.
Also remember to attribute the race for research. The desmodu were mentioned in Savage Species,and I don't remember where else.

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Desmodu are in MM2. The Desmou are inspired by desmodu and are weaker. I'll be adding a bit more to desmou after the weekend.
A bit more on the Desmou.

System: The Desmou system has 6 planets, two of which has can support life, Desmia the Desmou homeworld, and Desno, which is a colony of Desmia. The other four are three planets that are heavy in rich metals and precious stones and one gas giant that is mined for valuable gases.
The sun is a dim medium sized yellow star. Many scientists are confused because it is in the same class as that of Sol, but its much dimmer than other suns of similar size and temperatures.

Planet: Desmia
The homeworld of the Desmou is a planet called Desmia. It orbits in the outer range of the 'habital' orbits to support life, making it a cool planet, which due to it's distance and orbit, spends a lot of time in twilight, which has allowed many of the species native there to develop exceptional low light or darkvision sight. Most species also have a thin layer of fat or fur to keep warm. Humans would find the planet a bit cool, with temperatures ranging on average of 5 to 10 degrees C during the day and -20 to -5 degrees C at night. 
The planet has a large amount of mountain ranges, caves and forests of trees that can reach heights of 2 kilometers high. 
The planet only has 3 medium sized oceans and several large lakes and rivers, covering only 40% of the surface. However, there are thousands of underground lakes and rivers which connect to the cave homes of the Desmou.
Desmia has three moons. Two are barren except for the few colonies built into the rock for mining purposes, while the third is a dead rock which houses several manufacturing facilities and military bases.

Relations:
When one deals with the Desmou, one must remember that they are dealing with one clan, or enclave. If something that affects the whole species, a large enclave meeting would need to be held, with the enclave that was originally contacted acting as representative for the outsider. These massive meetings take a long time to gather, anywhere from a week to a couple of months as representatives are contacted then travel to a meeting area. Then any decision to be made can take days to months. Think of it like the U.N. where each memeber represents an enclave or large family clan. The oldest member present would be designated as a mediator, although they end up being somewhat biased to their own clan or enclave. 

Upon entering the Desmou system,  one would be contacted by the Haric enclave which controls the largest communications systems and facilities. Most of the patrol craft and military are controlled by a dozen different enclaves which share responsibilities of protecting the entire system, with the largest three being the Jurva, Rreev and Toovic.
Unless a ship entering the system has a contact with a specific enclave or clan, all ships are directed to one of the two large trading stations or three large space ports run by the Yih'k enclave. The Yih'k enclave seems to be the one enclave that all other clans use as mediators in bartering and setting up contracts. Outsiders use them when conducting business with different enclaves or clans, as they seem to be the only enclave that understands the different economies of the various species they've encountered and have set up a system for converting money, or credits into a more understandable trade system that other Desmou are familiar with.

The Ioa clan are one of the few clans completely dedicated to being mercenaries. They use the Yih'k enclave to negotiate their fees. They specialize in night operations, insertions and extractions, and stealth strikes and recon missions, but are quite capable in any other capacity, including small army sized attacks of up to 6000 soldiers and mechanized units at a time without draining their resources. They do offer discounts on repeat customers and those that offer them trade in new technology and weapons. 

Grapine


The Grapine is a guard creature developed with genes from a tiger and a porcupine. Its stripes of dark burnt orange and black or brown provide excellent camouflage in the tall grass which is its preferred habitat, and its razor-sharp spines, almost as hard as steel, are used to devastating effect against its prey .


The Grapine strikes from cover and pounces on its prey. It attempts to grapple and to drag its prey to the ground, where its spines can finish the job. Because there are many creatures much easier to find and kill, the Grapine does not have many natural predators, so it has a tendency to overwhelm all creatures indigenous to an area.

Grapines were created by Life Sciences to create a guard animal which would work well in grasslands. The grapines have seen use in Africa, Australia and a few planets with large plains, used to protect scientists, mercenaries and even in small strike forces as they help alert them to wild animals and other enemies that might be detected by normal means.
Grapines are restricted products that require a permit costing PDC 19 for up to 4 grapines. Permits for larger numbers are available, but cost more. An adult grapine costs PDC 24, and will live for 20 +2d4 years after reaching maturity, which takes 3 years. Grapine can breed true, and can be sold in pairs for mating purposes to help create a larger pool of guard animals on colony worlds. 


 Species Traits
Spines: During a grapple, a Grapine automatically hits with 1d4 spines, and the spines do 1d4 +1 damage each.
Improved Grab: If a Grapine hits with its bite attack, it may initiate a grapple attempt (Grapple bonus +12) as a free action without provoking an attack of opportunity.
Pounce: If a Grapine charges into combat, it can make a full round attack, including its rake attack.
Rake: If the Grapine has successfully initiated a grab, it may make a rake attack with its hind legs (+9 to hit). The Grapine may also make a rake attack in any round during which it uses a pounce maneuver.
Skill bonus: When hiding in tall grass, the Grapine gains a bonus +5 to its Hide check.


Grapine: CR 7; Large Animal; HD 9d8 +18; hp 60; Mas 17; Init +3; Spd 40 ft.; Defense 18 (+2 Dex, +7 natural, -1 size); BAB +6; Grap +13; Atk +9 melee (1d8 + 3, bite), or +6 melee (2d6 + 2, claw); Full Atk +9 melee (1d8 + 3); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Spines; AL none; SV Fort +6, Ref +7, Will +1; AP 0; Rep 0;
Str 16, Dex 17, Con 15, Int 3, Wis 9, Cha 7.
Skills: Listen +2, Move Silently +6, Hide +7.
Feats: None.
Advancement: 11-15 HD (Huge).

I like the grapine. It's very similar to the Howler with out the scream attack or hellish origin. I wonder if grapine are trained with a cattle prod?

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One of the the things I liked about 2Ed D+D was many odd ideas were introduced,including a sort of early moster template.

MINIMALS
These were ordinary animals reduced by about fifty to one. An elephant was,if I remember,roughly man sized. The Minimals were confined to a "Lost Valley" and had their own ecology.
MANTICORE
Let us turn our consideration to the Manticore. A heraldic beast that has been around since D+D's inception. Dragon magonzine even featured a scorpian-tailed version. Suppose you have a party that is able to handle an ordinary manticore too easily? Your first impulse is to upgrade by one size category and add a few HD using the size progression rules. This what I think of as the "Super-Size Me"approach,because after all,bigger must be better,right? A normal Manticore probally weighes in at one ton,over twice what a tiger weighes and this predator uses up a lot energy by flying. A maxed out manticore probally weighes 16 tons,2 two tons more than a bull african elephant? A 16 ton manticore is probably someones mount due to feeding requiements. Suppose you went with Minimal approach? A small sized manticore of 40 lbs. Fifty minimalised manticores eat about as much as a normal ,one ton manticore? Lets say you grant them 2Hd and CR2? A large pride of these creatures could overwhelm the party with tail spikes alone? Some consideration to handling fifty monsters in combat must be given. And fifty flying monkey-like opponents isn't as impressive as a huge flying predator eithor? Still a corporation that was splicing Dna would rather buy a bags of dog food than feed something the size of an elephant?

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As far as a corporation is concerned,what is the perfect size for an animal ? The answer is probably somewhere between a 2 lb rat and a 70 lb dog. What would a corporation try to create?

lab rat
Small ,fast breeding. Made almost entirely from human dna. Good for testing pharmaceuticals on. Also good for cosmetics
pet
Soft and cuddly. 12 lbs like a baby. Some sort of Cuddle Monkey.
Food animal
100 lbs. Eats anything omnivore. A super pig with lean meat and no cloven hooves,edible by jews and muslims?
Godzilla
A defence for colony worlds. Sleeps underwater till signaled.

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Only problem with the Godzilla is what if there's no sizable water located close to the colony? Would have to make environmental adapted versions. Plus Godzilla does eat a lot which would deplete the local food sources. But an interesting idea.. maybe slightly smaller versions.. maybe twice the size of a horse, have several of them for covering more area, and can stay in large garage or barn like structure instead of just sitting out in the wild.
Most human settlements are littoral. A godzilla designed to eat fish and then hibernate would be similar to a 2ed D+D dragon that was found sleeping 50 % of the time. A 16 ton godzilla that lives in rivers like a giant croc?

I will immediately report any Phishers or Lonely Hearts Scam Artists.

That could work.. keep the size under 30 ft for transportation.. although would probably need some remote means to wake it when it's hybernating if there's an attack.
Blood Spider

Blood spiders come from a world that is in perpetual twilight. They are about the size of a dog, with thick, short legs, large red bloated abdomen. A typical blood spider is about 3 feet long and weighs about 40 to 50 pounds. These creatures are also known as spider vampires as they drain the blood from their victims. They live in warm temperate forests or marshes where they can find lots of prey, both on the ground and in the air. They are predators that like to lay in wait to ambush their prey. Some scientists are trying to collect living samples of blood spiders to study for their ability to heal from drinking the blood of their victims. When a blood spider is killed, its bloated abdomen has a tendency to burst, coating a 20 foot area with blood. 

An odd ability of the blood spider is that it can control its webs to an extent. When prey are entangled in the webbing, as long as the spider is touching the web, either directly or by a strand from a web thrown at a prey, the spider can cause the blood that is in the web to move the web, causing ends to dig into prey and start draining blood from the victims directly. Scientists have quite figured out how these spiders are able to do this, as the webs don't seem to show any kind of muscular tissue, just usual spider webbing with blood coating and soaked throughout it.


 Type: Vermin
Size: Small
CR: 2
Hit Points: 2 HD (11)
Mas: 10
Init: +3
Speed: 30 ft, climb 20 ft
Defense: 16 (+1 size +3 dex +2 nat)
BAB/Grap: +1 / -3
Attack: bite +6 melee (1d6-1 and blood drain), blood web +6 ranged touch (entangle)
FS/Reach: 5 ft / 5 ft
Special Attacks: blood drain
Special Qualities: darkvision 60 ft, tremorsense 60 ft
Allegiances: 
Saves: Fort +3, Ref +6, Will +0
Action Points: 
Reputation: 
Abilities: Str 9, Dex 16, Con 10, Int 2, Wis 10, Cha 2
Skills: Climb +11, Hide +12*, Listen +0, Move Silently +3*, Spot +4
*When a bloodsilk spider is in its web, its racial bonus on Hide checks increases to +8, and it has a +8 racial bonus on Move Silently checks.
Feats: Weapon Finesse
Possessions: 
Advancement: 3-4 HD (Small); 5-8 HD (Medium)


Blood Drain: As a swift action each round, a blood spider can command its webs to drill into ensnared creatures, drain their blood, and channel it to the spider. The spider must be in contact with its webs to use this ability. A blood spider's webs deal 1d4 points of damage at the beginning of each round to an opponent entangled in them. This ability does not affect plants or other creatures that lack of Constitution score. Blood spiders can also blood drain on a successful bite damage, gaining 1d4 temporary hit points.
A blood spider gains temporary hit points equal to the damage dealt. A blood spider can gain no more than 10 temporary hit points in this fashion. These temporary hit points last for up to 24 hours.
Blood Web: A blood spider can throw a blood-red web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free.
An entangled creature can escape with a DC 11 Escape Artist check or burst the web with a DC 15 Strength check. Both are standard actions. The check DCs are Constitution-based., and the Strength check DC includes a +4 racial bonus. The web has 12 hit points and hardness 0. The blood that soaks it gives the web immunity to fire damage unlike normal spider webs.
A blood spider can create sheets of sticky webbing from 5 to 20 feet square. The webs are red with blood drained from its victims, and in some places they drip blood. The spider usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Each 5-foot section of webbing has 12 hit points and damage reduction 5/-.
A blood spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Skills: Bloold spiders have a +4 racial bonus on Hide checks (except when in their webs; see above) and a +4 racial bonus on Spot checks.
A blood spider has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. It uses either its Strength or its Dexterity modifier for Climb checks, whichever is higher. 

Godzilla musk
Some lizards generate a musk while in heat. Create a godzilla musk that is 1000 times more potent than what the godzillas produce naturally and they'll be drawn to enemy ships and installations?
blood spider
Seems interesting,closely related to ticks? An egg sack filled with blood like female mosquitos create for their eggs?

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As for godzilla musk.. yeah.. that's just what you need.. a 50 ft or bigger lizard trying to hump the building or tank to death. 
"What do you mean you abandoned the tank?!"
"Well.. uh.. sir.. the giant lizard.. thing.. it was.. uh.. well.. boinking the plasma cannon so hard it broke off, then it threw a fit. I wasn't going to stick around for that!"
"... Oh.. well.. We'll just say it was destroyed by the enemy.. no need to put 'lizard mating ritual' into the report."
"Yes sir!"

As for the blood spider. I would imagine the blood spider would do that, or else find a large prey, drain it until it's almost dead, hang it up in the web and implant the eggs into the body. The warmth of the body plus the blood will feed the eggs and the young as they hatch, devouring the body as their first meal. 
Wrinkled Battle Dog

Life Sciences, after the success of the Grapine, began work on another guard animal type creature that people would be a bit more comfortable around. They look like strongly built cross between pit bulls and pugs, with far larger mouths, and their body is covered in folds of skin. The folds help keep it warm in cooler environments and oddly also cool in warm ones. The folds also pull away from the muscle and bones to help prevent damage. This allows the animal to fight longer and suffer less injuries in its role of a guard. Wrinkled battle dogs are breed and engineered to be loyal and obedient, and work well in packs. Their smaller size allows them to maneuver able easily, plus combined with their high speed makes a small pack quite deadly.
It has been observed by Life Sciences staff that Wrinkled battle dogs are subservient to Grapines, which become pack leaders. A pack of Wrinkled battle dogs with a Grapine usually attack with having the faster battle dogs harassing and attempting to herd the target into a more favourable position for the Grapine to pounce, with a few battle dogs waiting along with it, then the whole pack attacks as one.
Wrinkled battle dogs only eat about 20% more than regular dogs, but have greater stamina, and usually sell for only twice as much as pure breeds of the same size.

Wrinkled Battle Dog
Type: Animal
Size: Small
CR: 1
Hit Points: 2d8+4 (13 hp)
Mas: 15
Init: +4 (Dex)
Speed: 45 ft
Defense: 19 (+1 size +4 natural +4 Dex)
BAB/Grap: +1/-2
Attack: Bite +4 melee (1d8+1)
FS/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Lockjaw
Special Qualities: Loose-skinned, low light vision
Allegiances: 
Saves: Fort +5, Ref +7, Will +0
Action Points: 
Reputation: 
Abilities: Str 13, Dex 18, Con 15, Int 2, Wis 10, Cha 5
Skills: Listen +6, Spot +6
Feats: Dodge, Improved Bull Rush, Mobility
Possessions: 
Advancement: 1-3 HD (Small)

Combat:
The Wrinkled battle dog relies mainly on its power and speed in combat. Injuries do not bother it overly much. They typically initiate combat with a bull rush and use their mobility to disengage and rush again if this proves effective against their opponent. Whenever it scores a solid blow with a bite, the wrinkled battle dog locks its jaws and attempts to outlast its opponent.

Lockjaw (Ex): When a wrinkled battle dog scores a hit with its teeth, it has the option of locking its extremely powerful jaws onto its victim. It loses its Dexterity bonus to Defense, but each round thereafter it does bite damage automatically.

Loose-skinned (Ex): Because of its loose skin, the wrinkled battle dog sustains only half damage from piercing and ballistic weapons.
Alothean Ram

These unusual creatures look like distant relatives of the big-horn sheep, but are distinctly different. They are renowned for a single reason: The milk of an Alothean ewe has incredible healing power that is said to cure diseases, negate poison and even heal wounds. Many people covet this milk, but the difficulty lies in obtaining the milk. The ewe is guarded by the ram which - having been raised on a diet of Alothean milk - is stronger and more resilient than the Earth born cousin.
The Alotheans are not herd animals; their remarkable resilience provides sufficient protection from predators, such that they don't need to rely on numbers to survive. They are commonly encountered in pairs, which mate for life. Alotheans may live up to 75 years in the wild, thanks to their extraordinary health.
Some people have managed to tame an Alothean ewe, sometimes even the ram as well. Regrettably, the Alotheans are incapable of breeding in captivity. Even the most doting pair cannot seem to conceive offspring in captivity. Their life span is also greatly reduced in captivity; without freedom, an Alothean can live for only 40 years or so.
Alothean rams come from a lush temperate jungle world with many mountains, called Aloth. Aloth has many large and deadly predators, so it isn't much wonder that the Alothean rams have developed such healing abilities.

Alothean Ram
Type: Animal
Size: Medium
CR: 5
Hit Points: 8d8+48 (86 hp)
Mas:
Init: +3 (Dex)
Speed: 60 ft
Defense: 21 (+3 Dex +8 Nat)
BAB/Grap: +6/+11
Attack: Horns +11 melee (2d10+5)
FS/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Charge
Special Qualities: Alothean milk, immunities, damage reduction 3/-, fast heal 2
Allegiances: 
Saves: Fort +14, Ref +5, Will +9
Action Points: 
Reputation: 
Abilities: Str 20, Dex 16, Con 23, Int 2, Wis 12, Cha 12
Skills: Balance +8, Intimidate +4 (ram only), Jump +10, Listen +8, Spot +4
Feats: Great Fortitude, Iron Will, Mobility, Run
Possessions: 
Advancement:  6 HD (ewe, medium-size)

Combat
The Alothean ewe fights only to defend any lambs she might have. The ram, however, is rather belligerent, and he does his best to defend the ewe from anyone he deems a threat. He rarely fights to the death; if his opponents retreat, he is content not to pursue.

Alothean Milk (Ex): The milk of an Alothean ewe has many beneficial effects. One draught cures 5 +1d4 points of damage, 2 points of ability damage, neutralizes almost all poisons, and cures many diseases. This is due to special enzymes and protein sequences which aid in the body's natural healing process. An ewe can be milked for four draughts each day, but she can only spare two draughts if she's currently nursing a lamb. Taking any more affects the lamb's growth adversely. These bonuses are only for fresh Alothean milk. Unfortunately it quickly loses potency very quickly. After 24 hours of being milked, the milk just turns into a highly nutritious milk, losing all special healing powers.

Charge (Ex): An Alothean ram's charge inflicts double damage; triple if the ram is charging from an uphill position.

Immunities (Ex): Alotheans are immune to poison and disease.

New Item
Alothean Milk Elixir
After much research, and pasteurization technique experimenting, Harik Dairy, the only Dairy company to sell Alothean milk commercially, has found a way to keep Alothean milk, although at reduced potency, but still quite beneficial. A dose of Alothean milk elixir is still a nutritious drink. Unfortunately it loses it's great healing abilities, but does heal 1d4 points of damage, grants a +4 bonus to Fortitude saves against poisons and diseases for 12 hours. One dose provides enough of a person's dairy intake for a day, and multiple doses don't increase the bonuses or duration. Some people believe that drinking Alothean milk elixir on a regular basis increases one's health and life expectancy, although there is no proof of this rumour.
One dose is 200 ml, and has a PDC of 10 for 5 doses.
I might change the allothean ram to be immune to a specific disease. Also make it possible to sythesize a partial cure but only white cells from a ewe creates a permanent cure. A pan-specific cure is good in a D+D world but in a futuristic world you want to moniter anything that becomes an easy fix.

I will immediately report any Phishers or Lonely Hearts Scam Artists.

I'm gonna refine the milk later on. That's what came up off the top of my head when I first thought of it. And I did say it'd cure most diseases. The abilities it has as is is if you drink the milk shortly after milking the ewe.. maybe I'll make it so that it doesn't keep for very long. And who's going to go to a dangerous world and try capturing one? Not your average person.
I'll make a commercially available version, which is weaker, but still potent, but expensive due to the inherent dangers of getting an ewe, plus processing to make it keep due to short shelf life. Once a ram and ewe are in captivity, they don't breed. Once they're dead, you gotta go get another one.
I made a slight update to the Alothean Ram entry. Mostly minor update to the milk and a new item of commerical version of the milk.

Blade Cobra
Blade Cobras are one of the many predators from Aloth. They are large, clever serpents that inhabit remote areas and underground lairs. They are not venomous but they make up for this shortcoming with other adaptations. They're usually deep violet to black in colour, although lighter variations such as rose and tan have been seen. Adults reach an average 30-foot length, and their bodies are stout and muscular, enabling them to crush even armoured prey with relative ease.
The blade cobra's most distinctive feature is its knifelike growths that emerge along its spine and from behind its jaws. When the serpent inflates its hood, its long jaw-scales spread out like the spokes on a wheel. The serpent uses these appendages to tear through clustered prey or to strike solitary targets with a slashing motion. The shorter blades that run the length of the snake's spine are used to shred victims that are being constricted.
Blade cobras burrow deep lairs that usually have at least one large chamber. If a serpent makes a number of kills at once, it eats one on sight and drags the rest back to its tunnel to be swallowed later.
Blade cobras are very similar to terrestrial cobras, except that they lack a venomous bite, but they seem to share many gnomes with common cobras.


Blade Cobra
Type: Animal
Size: Huge
CR: 3
Hit Points: 6d8 +12 (39)
Mas: 14
Init: +2 (Dex)
Speed: 40 ft, climb 20 ft
Defense: 14 (-2 size +2 Dex +4 Nat)
BAB/Grp: +3/+11
Attacks: Slash +8 melee (1d10+4 slashing)
FS/Reach: 15 ft by 15 ft / 10 ft
Special Attacks: None
Special Qualities: Constrict, Improved Grab, Scent
Allegiances:
Saves: Fort +4, Reflex +7, Will +0
Reputation:
Abilities: Str 18, Dex 15, Con 14, Int 8, Wis 7, Cha 14
Skills: Balance +10, Escape Artist +4, Hide +4, Listen +10, Move Silently +4, Spot +6
Feats:
Organization: Solitary or mated pair.
Possessions:
Advancement: 3-7 HD (Huge), 8-10 (Colossal)

Combat
Blade cobras use surprise when possible, but can become impatient and charge forth, relying on their speed to run prey down. They are cautious about attacking any tool-wielding creatures they encounter. The serpents strike with slashing passes to test a potential victim. If a target fails to put up much of a fight, the snake seeks to constrict it to death.
Constrict (Ex): To use the constriction attack, the snake must make a successful melee attack with its jaw blades. The blade cobra then wraps its body around the victim (which must be size Huge or smaller) and inflicts 2d6 points of crushing and 1d8 slashing damage that round, and in each round thereafter until the victim is dead or the snake is dislodged. A successful Reflex save (DC 15) allows a target to escape a constriction attempt, and an Escape Artist or Strength check (DC 19) allows a held victim to escape.
Scent (Ex): This ability allows the serpent to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Improved Grab (Ex): See page 227 of d20 Modern.

Perhaps add a climb or swim speed?

I will immediately report any Phishers or Lonely Hearts Scam Artists.

Perhaps add a climb or swim speed?


*Face palm* I can't believe I forgot the climb speed! gah. Added in. I'll be slowly adding more this week to this and other threads as I try to recreate at least 25% of the work I lost when laptop was stolen. 
Any creatures you'd like to see? I've got an idea for an organic artillery piece. 
I don't try designing any reptillian races without reading thru my copy of Serpent Kingdom. An organic artillery peice would be fun,imagine a manticore with an out-sized tail that fires a ballista bolt,or a fire beetle that releases a fireball from behind,sort of like the bugs from Starship Trooper?

I will immediately report any Phishers or Lonely Hearts Scam Artists.

The idea I have is kind of a peacock like creature, where the tail feathers are actually organic rockets. Only has maybe a couple dozen rockets, and regrows them a little slow, but if you have a flock of these, that's a hell of a bombardment, plus they wouldn't register as weapons. Great way to move an army.. 
At customs:
"What're those you're transporting?"
'Birds. They're great eating! Tastes better than chicken'
"Oh.. got the proper paperwork for transporting live animals?"
'Yup'
"Carry on"

Next day on the news, wide scale devastation is reported and only survivors found is a handful of large peacock like birds and a couple of farmers with huge grins on their faces. 
The peacocks are driven into a city. Police and animal control attempt to capture them. The peacocks spray rockets. About 2 deaths per peacock with some fires,more like a terror tactic I think?

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Child Trap


This unassuming tropical plant is found on a colony world, and is one of the more lethal beauties found. While many find peaceful rest in contemplating its delightful exterior where it grows wild in various locales. The organism is calming and delightful to contemplate from afar, its appetite for prey has earned the sedentary predator its name countless times over.
The child trap attracts curious animals (or unmonitored children) with its bright, shining colours and by emitting a delightful display of iridescent gas from an orifice directly in its center. The gas dances and weaves on air currents churned by a cluster of vibration-sensitive fronds. The gas is intoxicating and sleep-inducing, and the same substance coats the inside of the trap's leaves and fronds as a sticky resin. When a hapless victim is lured in and lulled, the plant's fronds reach out and claim a meal.
Once prey has been drawn into the center of the plant, its leaves close up and lock together in a prickly egg-shaped bulb. Inside, resin dissolves the skin, flesh and bone of the animals, which are all absorbed. Waste material fills an underground bladder in the trap's root system, and that bladder creates more gas to attract future meals. A trap is sated for a month on a meal the size of a large dog, but it can devour a human adult given enough time.
The child trap's outer surface is coarse and tough due to the bone, hair and clothing it absorbs, but it is quite vulnerable to fire. In fact, the intoxicating, sleep-inducing gas it emits is explosive when exposed to open flame. Child traps are resistant to most herbicidal poisons, but they cannot digest metal. A large enough qauntity of metal, such as a suit light power armour, virtually chokes a child trap to death.

Child Trap
Type: Plant
Size: Medium
CR: 1/4
Hit Points: 2d8 (9 hp)
Mas:
Init: -3 (Dex)
Speed: Immobile
Defense: 12 (-3 Dex +5 Nat)
BAB/Grp: +1/+1
FS/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Intoxicating lur, soporific gas, digestion
Special Qualities:
Allegiances:
Saves: Fort +4, Reflex -3, Will +0
Reputation:
Abilities: Str 10, Dex 4, Con 13, Int -, Wis -, Cha -
Skills: None
Feats: None
Possessions:
Advancement: 1 HD (small), 2-5 HD (medium)

Combat
Digestion (Ex): A creature trapped within the plant's bulb suffers 1d10 points of damage per hour until killed and processed. Half of the damage inflicted on the plant is inflicted on a victim inside. A would-be meal is expelled once the plant loses half its hit points. Possessions made of anything but metal are totally ruined after one hour of digestions.
Intoxicating Lure (Ex): From a distance, the addictive gas the child trap emits induces euphoria. Any potential prey that could be enticed must succeed at a Will Save (DC 16) to resist the effect.
Soporific Gas (Ex): As potential prey draws closer, the same gas puts him to sleep, hopefully within reach of the plant's fronds. The creature must succeed at a Fortitude save (DC 18) to avoid falling asleep.


 
Goblin Wolverine


Another predator from Aloth, the goblin wolverine closely resembles a giant wolverine, with a blunt, muscular body, a short, toothy snout and long, sharp, curved claws on all four feet. The beast is the size of a small horse and has a glossy, reddish-brown pelt. Twin ruffs of barbed spines run from the shoulders to the hips on the beast's flanks.
Goblin wolverines are voracious omnivores that are known for aggressive assaults in the search of food. Constantly searching for food to ease their all-consuming appetite, goblin wolverines have been known to brazenly walk into explorer camps and begin rooting through packs in search of provisions, insolently daring someone to do anything about it. Most travelers familiar with the breed wisely choose to stand aside and let the beast eat what it finds, because the goblin wolverine is easily enraged and stubborn to a fault, fighting drawn-out, bloody battles over little scraps of food.

Type: Animal
Size: Large
CR: 6
Hit Points: 10d8+50 (95)
Mas: 20
Init: +4 (Improved Initiative)
Speed: 60 ft
Defense: 22 (-1 size +13 Nat)
BAB/Grp: +9/+14
FS/Reach: 5 ft by 10 ft / 5 ft
Attacks: Bite +14 melee (1d10+5) and 2 claws +9 melee (2d6+2)
Special Attacks: shoulder spines, neck-breaking shake
Special Qualities: thick-headed
Allegiances:
Saves: Fort +12, Reflex +3, Will +3
Reputation:
Abilities: Str 21, Dex 10, Con 20, Int 2, Wis 10, Cha 5
Skills: Listen +2, Search +2, Spot +2
Feats: Alertness, Improved Critical (Bite), Improved Initiative, Sunder
Possessions:
Advancement: 8-14 HD (large)

Combat
An enraged goblin wolverine is aggressive and headstrong, attacking without regard for safety or survival and giving ground to no one, no matter how big or fearsome. Goblin wolverines prefer to leap onto their prey, bearing them to the ground and savaging them with tooth and claw, trusting to their spiny flanks to keep other attackers at bay.
Shoulder Spines (Ex): Goblin wolverines have twin ruffs of barbed shoulder spines that run from the point of the beast's shoulder all the way to the point of its hips. These barbs stand erect when the creature is enraged. Whenever an enemy makes a successful hit in melee combat against the goblin wolverine, the wolverine may make a free roll to hit with its spines, at +9 to hit, causing 1d6+5 points of piercing damage if it succeeds.
Neck-breaking Shake (Ex): If a goblin wolverine gets a good enough hold on an enemy with its teeth, it shakes its victim savagely from side to side, intending to break the target's neck or spine. If the goblin wolverine causes a critical hit with its bite, it may automatically roll for damage from a neck-shake (2d10+5 damage in addition to the critical damage).
Thick-headed (Ex): The thick-headed goblin wolverine is immune to fear and mind-influencing attacks, as well as subdual damage.

The child trap-the stats seem ok. This creature would probably be driven to extinction in any area where humans communities exist. We kill relatively harmless creatures,what would we do to something that ate children and was highly flammable? The goblin wolverine- my first thought is six-legged with the ability to make 4 paw strikes,sort of like a Giralion? How about green fur,+ 4 to hide in woods?

I will immediately report any Phishers or Lonely Hearts Scam Artists.

The child trap-the stats seem ok. This creature would probably be driven to extinction in any area where humans communities exist. We kill relatively harmless creatures,what would we do to something that ate children and was highly flammable? The goblin wolverine- my first thought is six-legged with the ability to make 4 paw strikes,sort of like a Giralion? How about green fur,+ 4 to hide in woods?



Maybe.. I originally made it as a large otherwoldly wolverine with an ugly goblin-like face, plus the shoulder spines. 
Maybe Life Sciences will make a 'domesticated' guard version maybe.

The child trap probably would be exterminated by humans if they settled the world. But what if the people who settled the world were environmentalists who believe every life form has it's purpose. Hey, the plant can be a source of fuel that is renewable as long as you have some plants around. Collect the gas and use it for explosives or fuel for stuff.

I'm still working on the organic artillery peacock. 
Shitake Snail. I was thinking of a useful creature. A Shitake Snail concentrates poisinous phospherous in its skin. A shitake snail can squirt acid from its mouth like an ankheg. A shitake snail crawls along the jungle floor leaving a slime tail that contains  waste material. The waste material of a shitake snail contains a fungal infection that grows into a sort of super-shitake mushroom. If the Shitake snail weighes 200 lbs and is 7 feet long mushroom pickers could follow its backtrail and  gather a lot of edible mushrooms. just an odd creature thought.

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Shitake Snail

The shitake (pronounced shy-tAEk) snail is indigenous to a small world that is covered in lakes and deciduous trees and an abundance of moss, fungus and mushrooms. The low gravity, about 0.7 G, has allowed for large insectoid life forms. There is a significant low amount of mammals for some reason on this planet. The shitake snail is an 8 foot long gastropod (stomach-foot creature), with a spiral shell, and excretes slime in order to move. A large snail, measuring about 8 to 10 feet long, with a shell that measures about 5 to 7 feet in diameter. It eats various mosses and grasses which are poisonous to other life forms. These snails travel across the planet endlessly looking for food and eventually mates. Many creatures follow the snails as the slime trail, mixed with their excrements, grows a type of mushroom that is surprisingly high in nutrition. Due to this symbiotic relationship between the snail and many creatures from the same planet, the snail usually doesn't have to worry about predators as the following creatures will usually drive off predators from their food source. Some people have collected a number of these snails and kept them in pastures and harvest the mushrooms and sell them as nutrition supplements or another form of rations. Their shells can also be used in homespun armour or shields or used as storage units. For defense, the shitake can hide in its shell, or spit an acidic bile at foes up to 50 feet away.


 


Shitake Snail (Large Vermin)
Type: Vermin
Size: Large
CR: 2
Hit Points: 5d8+20 (42)
Mas: 18
Init: -1
Speed: 20 ft
Defense: 11 (-1 size +3 nat -1 Dex)
BAB/Grp: +3/+12
FS/Reach: 5 ft by 10 ft / 5 ft
Attacks: Bite +7 melee 1d8+5
Special Attacks: Acid spit
Special Qualities: Darkvision 60 ft, mushroom, vermin traits, armoured shell, poison immunity
Allegiances:
Saves: Fort +8, Reflex +0, Will +0
Reputation:
Abilities: Str 20, Dex 8, Con 18, Int -, Wis 8, Cha 2
Skills: Listen +4, Search, Spot +4
Feats: none
Possessions:
Advancement: 4-6 HD (Large)

Acid Spit
The shitake snail can spit a glob of acid up to 50 ft away, with a +2 attack roll, dealing 3d4 points of damage for 1d4 rounds, with 2d4 splash damage in a 5 foot radius. The shitake can spit once every other round.

Armoured Shell
When threatened and the snail can't get away or its acid spit isn't working, it'll crawl into its shell which denies it it's Dexterity modifier to Defense, and can't move, but is immune to things such as sneak attacks or critical hits and gains damage reduction 5/-.

Mushroom
The slime path left behind the shitake snail, mixed with its excrements, contain mushroom spores that it's digestive system doesn't process and causes them to multiply. The trail will grow about 3d4 mushrooms in a five foot square. Four mushrooms are enough to be used as a day's worth of rations for a medium sized creature. Unless processed or kept frozen, a mushroom is only good for about a week before it isn't safe to eat by most humanoids.

Poison Immunity
Shitake snails are immune to all poisons, making the use of insecticides completely useless against them.

In D+D we had the Flail Snail, for every HD it had a heavy clublike antena that could be used like a mace. We had the Prismatic Snail whose shell gave off a Prismatic Wall like effect. We also had the Giant Slug that could move thru small openings and squirt enough acid to disolve Pcs. Not many Gastropods in use these days.

I will immediately report any Phishers or Lonely Hearts Scam Artists.

Don't how to post the tables so here is a link.
Living Dead
Don't how to post the tables so here is a link.
Living Dead



I do most of my write ups in OneNote, including tables and just copy and paste. If I look at my html stuff again I can do tables that way but gets annoying.
You should also think about making that "xenomorph" from thr Alien(s) movie set featuring Sigourney Weaver.

@ Smiter : I'm pretty sure there are several versions of the xenomorph online. I know I had one ages ago, but lost it. I suppose I could take a crack at it at some point.. maybe even make some of the variant versions from the toys I saw years ago..

In the meantime, another alien critter for you folks.

Blast Lizard

A blast lizard is a small reptile with the ability to emit a cone of sonic energy from an orifice in its forehead.
Blast lizards are small, grayish-red creatures less than half the size of a man. They are carnivorous, possessing large claws for burrowing and powerful jaws for cracking bones. However, their fierce appearance belies their typically inoffensive demeanor. Blast lizards dwell in harsh lands.
The head of the blast lizard is marked by a small orifice set above and between the eyes. The uninformed conclude that the creature breathes through this opening, which it regularly opens and closes using a thin membrane. This assumption is dangerously wrong, however, as those familiar with blast lizard are aware. When startled or attacked, the blast lizard is capable of projecting a devastating cone of sonic energy from this orifice.
Blast lizards come from a mostly desert world which is high in resources, which many governments want to exploit. Although a few mining outposts have had some problems due to groups of blast lizards attacking mining teams, scaring them off usually. So far no fatalities have been reported, although many injuries, which slows production.

Blast Lizard
Type: Reptile
Size: Small
CR: 3
Hit Points: 5d8+5 (27 hp)
Mas:
Init: +0
Speed: 20 ft, burrow 20 ft
Defense: 16 (+1 size +5 natural), touch 11, flat-footed 16
BAB/Grp: +3 /-1
FS/Reach: 5 ft by 5 ft / 5 ft
Attacks: Bite +4 melee 1d6+1, 2 claws -1 melee 1d4+1, tail sting -1 melee 1d3+1 plus poison
Special Attacks: Breath weapon, poison
Special Qualities: Darkvision 30 ft
Allegiances:
Saves: Fort +5, Reflex +4, Will +1
Reputation:
Abilities: Str 13, Dex 11, Con 13, Int 3, Wis 13, Cha 10
Skills: Hide +5, Move Silently +5, Listen +5
Feats: Dodge, Run
Possessions:
Advancement: 6-7 HD (Small), 8-9 HD (Medium), 10-15 HD (Large)

Combat
When threatened, a blast lizard first attempts to escape by burrowing away. Should this fail, it turns and unleashes its secret weapon, a cone of focused sound that emanates from its blowhole. When attacking creatures smaller than itself, the blast lizard relies on its bite, claws and tail attack.

Breath Weapon (Ex/Su): The blast lizard can emit a cone of sound from the orifice in its forehead. The cone is 30 feet long and 15 feet wide at the end. Anyone caught in the blast suffers 3d6 points of sonic damage, Reflex save (DC 13) for half damage. Because this attack is so sudden, there is a -4 circumstance penalty applied to the save unless the character knew of the blast lizard's ability prior to being targeted by it (either by being warned, seeing it in action, or by making a Knowledge (xenobiology) check, DC 20). This penalty only applies to the first breath weapon attack made by the first blast lizard an individual encounters. Those in the cone must also make a Fortitude save, DC 13, or be deafened for 1d4 rounds, unless wearing proper ear protection.

Poison (Ex): A blast lizard delivers its poison (Fortitude save DC 13) with each successful tail attack. The initial and secondary damage is the same, 1 point of Constitution damage.

Advancement Notes: Save DCs are increased by 1 per two HD added. The breath weapon damage increases 1 die per two HD of the creature.

Desmou Technology

Frostfire Grenade
Although almost all Desmou are taught how to create the frostfire flasks, which are like molotov cocktails, there exists far more potent grenade versions. The hand grenade version deals 4d6 points of cold damage to a 15 foot radius, Reflex save DC 15 for half, and deals 2d6 points of cold damage the next round. The target can attempt to scrap or wash off the frostfire, if desired. Removing frostifre by scraping requires a successful Reflex save (DC 15). Alternatively, the substance can be removed automatically by dousing it with at least one pint of alcoholic or acidic solution, such as wine, beer, or vinegar. Either method requires a full-round action. PDC 15 for 5.

40mm Grenade
The 40mm grenade format is more like a mini grenade to the Desmou, and deals 3d6 cold damage to a 10 foot radius, Reflex save DC 14 for half. If not removed, deals 1d6 points the following round. PDC 16 for 5.

65mm Grenade
Desmou use 65mm grenades in their grenade launchers, and are identical to the 40mm grenades, except they deal 3d6 points of cold damage to a 15 foot radius, Reflex save DC 15 for half damage. If not removed, the next round will suffer 2d6 points of cold damage. PDC 17 for 5.

Desmou Ballistic Weapons
Desmou have a love of ballistic weapons, and due to their larger stature, their weapons are larger. Desmou equivalent sized weapons of human ones are one size category larger, deal one extra die of damage. The range is increased by 15 feet for most weapons. Increased PDC for a Desmou sized equivalent weapon by +1. Many desmou weapons will also be masterwork, with about 60% of all weapons being at least
Desmou also have an interest in making unique and specialized ammunition for their ballistic weapons. About 30% of all specialized ammunition created for use by several large government militaries and mercenaries and bounty hunters come from desmou factories.

Desmou don't use laser weapons very much, usually only in use of precision work and for snipers. 75% of all desmou lasers are dedicated sniper weapons of at least +1 masterwork quality, deal +1 die and have 50% more range than those of other species.

Desmou do favour plasma weapons which they've developed moreso over laser weapons. Desmou have developed a variety of plasma weapons including plasma shotguns, cannons, pistols and rifles, many featuring various fire modes. Desmou plasma weapons usually deal +1 die and are one size category larger. They usually also have about 10% increase in ammunition capacity, or feature a 'hotshot' mode (variable charge gadget, but weapon does not explode if it isn't discharged after being charge, instead it lowers the bonus die over same number of rounds as it was charged), which increases PDC by +5 (this is only for desmou weapons and not for other species as they haven't discovered the desmou secret of this far safer method of charging of plasma weapons).

Desmou Aircraft
Most desmou aircraft and spacecraft, smaller than corvette class, will feature large wings, usually modelled after bat wings, that are also variable geometry and can fold for better storage. This gives their aircraft greater maneuverability, even with their slower speeds than other species ships, with a +1 bonus to maneuverability. In aircraft that can make planetary landings from space, usually have the wings fold forward to act as a heat shield for atmospheric re-entry. The design gives desmou fighters a +2 to Intimidate checks when they first approach a target, which ground attack craft use to great advantage as the silhouette of their craft creates a large bat-like shape on the ground as they swoop in with the sun behind them. If a desmou aircraft ever has its engines disabled, it is able to glide to the ground safely.
Desmou starships all carry light fighters, even corvettes, which usually have up to at most 4 fighters, usually on external racks if there isn't much hanger space. Their starships also carry a mix of ballistic and plasma weapons, with only a few ships, usually stealth units that mount lasers for long ranged combat.

Sample Desmou Weapons



Hi'ruN Plasma Pistol (PL6)
Damage: 3d10
Critical: 20 x2
Damage Type: fire
Range Increment: 55 ft
Rate of Fire: S
Size: Large
Weight: 6 lbs
Ammo: 60 box
Purchase DC: 25
Notes: Hot shot. Variable charge gadget that doesn't explode, instead slowly steps down the bonus die over same time it was charged.

Hi'ruN Plasma Rifle (PL6)
Damage: 4d10, varies by grenade
Critical: 20 x2
Damage Type: fire, varies by grenades
Range Increment: 95 ft, 75 ft grenade
Rate of Fire: S, A / semi grenade
Size: Huge
Weight: 18 lbs
Ammo: 50 box, 8 internal grenades
Purchase DC: 29
Notes: Scatter mode, underbarrel 40mm grenade launcher.
Scatter mode: releases several smaller plasma bolts in a cone 50 feet long, 35 feet wide, dealing 2d10 points of damage, Reflex save DC 21 for half damage.

Spined Lizard

Deep in swamps, one can find the spined lizard, a large, powerful reptile that digs in the shallow waters for grasses and roots to eat and suns itself on riverbanks during the heat of the day. They look like large crocodiles with a thicket of spines running from the back of their head to the base of the tail. The tail ends in a large boney bulge with many sharp spikes sticking out of it. Although they are apparently sluggish and obviously quite stupid, spined lizards are also easily panicked. When startled, this beast employs its formidable natural defenses to drive off or kill any predator that disturbs its daily routine.
Spined lizards can reach a length of 30 feet or longer, and they have fairly flat, broad bodies that give them extra buoyancy when crossing rivers or rooting through the marsh bed for food. The reptile's trail is thick and muscular, ending in a large bony knob as deadly as any mace, but that weapon isn't the most dangerous one in the creature's arsenal. The spined lizard's broad back is covered by row upon row of long, sharp spines that normally lie flat when the reptile is at rest. However, when the spined lizard is threatened, those spines spring erect in a fearsome thicket. Because spined lizards are normally fairly sluggish and they move along low to the ground, they are often hard to spot in the tall grasses along the shores of the marsh, and most attacks occurs when travelers stumble onto a foraging reptile. Spined Lizards are easily surprised and more easily panicked. When this occurs, the reptile's spikes stand erect, and the spined lizard rushes right at the potential threat, intending to either scare the enemy away or trample it. What's more dangerous is when there are more than one spined lizard in the vicinity. The warning bellow from one will set the entire herd stampeding in every direction, impaling or flattening everything in the way.

Type: Reptile
Size: Large
CR: 2
Hit Points: 4d8+12 (30 hp)
Mas:
Init: +1 (Dex)
Speed: 30 feet
Defense: 17 (+1 Dex -1 size +7 natural)
BAB/Grp: +3/+11
FS/Reach: 5 ft by 5 ft / 10 ft
Attacks: Tail swipe +6 melee 1d6+6
Special Attacks: Defensive spines, tail lash
Special Qualities:
Allegiances:
Saves: Fort +7, Reflex +5, Will +1
Reputation:
Abilities: Str 19, Dex 13, Con 17, Int 2, Wis 10, Cha 6
Skills: Move Silently +5, Spot +3
Feats:
Possessions:
Advancement: 5-8 HD (Huge)

Combat
When threatened, the spined lizard uses its own body as a weapon, charging its opponent and either crushing it under foot, or perforating it with its thicket of defensive spikes. If surrounded, the creature will thrash about, lashing predators with its powerful, club-like tail.

Defensive Spines (Ex): The spined lizard's thicket of defensive spines presents a formidable obstacle to would be predators, hindering attacks and impaling opponents when the reptile charges. If the spinded lizard charges, anyone in its path must make a Reflex save (DC 13) or be hit by 1d8 spikes, each inflicting 1d4 points of damage. By the same token, anyone who hits a spined lizard with an unarmed attack or with a weapon with 5 feet of reach or less, must make a Reflex save (DC 13) or be stabbed by 1d4 spines.

Tail Lash (Ex): When surrounded by opponents, the spined lizard will lash out with broad sweeps of its powerful tail, hoping to knock opponents to the ground so it can escape. Opponents hit with a tail lash must make a Reflex save (DC 16) or be knocked prone.