hills are missing large incongruous chunks. terrestrial creatures inhabit it.
it it. However, of this planet regard visitors without the
Each day the party remains on the planet, domed cities cover the surface of the ability to fly as lesser beings, but they will
they experience the effects of the planet’s world, indicating that some catastrophe temporarily grant land-bound visitors with
dissolution: either a pit trap targets the has befallen the world. The planet’s native flight capabilities.
party (the GM chooses the dimensions, but inhabitants indicate this to be very much the
it should cover at least a 10 ft. square and be case since an alien race decided to terraform Rare Material Is Common
10 ft. deep) or a rockslide targets the party. the planet, making it uninhabitable to those
living on it. If the characters On this world, a typically rare material (cold
observe the domes, they see iron, platinum, and so on) exists in abundance.
helmet-wearing humanoid Meteoroids laden with the material may
creatures leave them to have struck the planet repeatedly, or the
hunt animals outside the planet may just have naturally rich veins.
domes. The atmosphere Thus, the local economy will have drastic
within a dome is poisonous differences from what the characters know;
to typical air-breathers, and platinum becomes worthless, farmers use
the inhabitants regard any implements made out of cold iron, and so
sentient creature at home on. While a party may wish to exploit the
in the outside environment situation, they will find competition from
as an enemy. speculators who have stumbled on this world
and discovered the bizarre economy, and an
Flight Is Common eventual “gold rush” will strike the planet.
Anyone attempting to take advantage of the
When characters arrive on situation must balance their greed against
this planet, they see piles tipping their hand, requiring a successful Bluff
of refuse and no major or Diplomacy check not to arouse suspicions.
structures on the ground, For added nuance, the world might also
while a handful of sullen have a severe shortage in material that
inhabitants wander about the characters have in abundance on their
this wasteland. Anyone world (copper, brass, and so on). Dealing in
Characters electing not to escape from the looking up sees aeries built into cliff sides this “rare” material draws the attention of
disintegrating planet might find the cause of and improbable cities floating in the sky. This murderous thugs who want to steal it for
the catastrophe and reverse it. world developed such that all creatures can themselves.
fly, and all inhabitants consider it a right to
Domed Planet have the ability to fly. The inhabitants bound
to the earth have made major transgressions,
When characters arrive on the planet, and their sentence is to remain on the ground
they find the air breathable, and normal for a predetermined period. The inhabitants
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Alien Flora & can be boiled down to make a delicious and
almost meaty stew, or preserved into jerky.
Mind Mites (CR 5)
The sentient insects known as mind
Fauna Living Ice (CR 6)
mites have an animal intelligence. Deadly
predators, they use the brain tissue of
The following plants and animals provide An unusual plant, living ice is found on sentient creatures for reproduction. Mind
new experiences for players, whether the desolate, cold planets. The cells of living ice mites feast on the host creature’s brain
characters are on a new planet or something secrete moisture that encases the plant in a and lay eggs in its place. Once a host’s
from the stars has come to their own. cocoon of ice. Living ice starts from about 1 ft. Intelligence score has been reduced to 0, it
in length, with some specimens growing 10 is replaced by the hive consciousness of the
Constricting Mold (CR 4) ft. or longer. They usually appear as hanging mind mites with an Intelligence score of 1.
icicles and require a DC 25 Perception check The mind mites then seek out other creatures
Found in the thick atmosphere of gas giants, a to notice the thin, blue, vine-like structure to infect. They use whatever means the host
single patch of constricting mold can stretch at its core. Living ice can only reproduce in creature has to subdue another creature,
miles in all directions. Very thin, yet strong, the warm bloodstream of living creatures. It and then the newly hatched mind mites
spotting it in its native environment requires possesses the ability to sense heat in a 60-ft. crawl out of the host’s orifices to swarm the
a DC 20 Perception check. When a creature radius. When a creature is close, the living ice grappled prey. A host creature has all of its
comes in contact with it, the constricting dislodges itself from where it’s hanging and natural and extraordinary abilities available
mold immediately makes a +10 touch attack makes a +10 melee attack against a creature. to it, but it loses any spell casting, spell-like,
against that creature. If it hits, the creature It deals 1d6 piercing damage and 2d6 cold and supernatural abilities. Mind mites can
becomes entangled. An entangled creature damage on a successful hit. Additionally, on a be killed with a remove disease spell or if the
can attempt to escape with a DC 20 Escape successful hit, the plant’s icy cocoon shatters host creature takes more than 20 points of
Artist Check or make a DC 25 Strength check and releases a cloud of spores that enters cold damage.
to break free. Each round that a creature the affected creature through inhalation. The
fails to escape, the mold constricts tighter, living ice then goes dormant while the spores Mind Mites
increasing the penalty to Dexterity by −2 grow inside the affected creature. Eventually, Type infestation; Save Fortitude DC 15
(minimum 1), and dealing 1d6 nonlethal unless cured, the affected creature dies and
Onset 4d6 hours; Frequency 1/hour
bludgeoning damage and 1d6 acid damage Effect 1d4 Intelligence damage
new living ice plants erupt from its body. A
as it feeds on the creature. Constricting mold remove disease spell instantly kills any spores.
can be harvested and turned into a net, using Also, the spores and living ice itself can be Uleneana Plants (CR 3)
all the rules for a net except with the addition destroyed with an area of effect fire spell.
of the extra constricting abilities listed above. A flowering weed, Uleneana plants grow in
Nets made from constricting mold must wide swaths in areas with thick vegetation.
be kept in specially made cases of nutrient Living Ice Spores Their hardy roots burrow deep and deprive
rich water. These cases are costly to create Type infestation, inhaled; Save DC 18
neighboring plants of precious water.
Onset 1d2 days; Frequency 1/4 hours
and maintain, though some alien cultures Damage 1d4 Strength damage and 1d4 Growing about 3ft. in height, Uleneanas sport
specialize in their construction. Properly Constitution damage many-petaled flowers, similar to orchids,
harvested and dried out, constricting mold that range from a brilliant blue to a dusky,
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