Pebarlong
PEBARLONG (The Soul Wraith) by Reagren Wright
According to legend, the Pebarlongs were a tribe of dark skin humanoids
who lived in a great city in what is today the Yin Sloth Jungle. Unlike most of
the Kawan culture that existed alongside them, the Pebarlongs did not
pursue science, technology, or art. Instead they lived like monks wanting
little to do with any man, monster, or god. They dedicated their life to the
sole purpose of betting themselves and seeking out truth and
enlightenment. While the Pebarlongs had no formal alliances with anyone,
they quite deliberately made an enemy in Styphon the Black. As the
dragon assumed dominion over the kingdom of Kawan, its people declared
him a god and began worshipping him as sush. Those who opposed him
(namely the followers of Kym-nark-mar and Kormath) had already left the
kingdom, yet the Pebarlongs remained and defied the dragon god.
Numerous threats were made against them, demanding they show their
devotion. The Pebarlongs expressed their defiance but entering an
advance trance like state, where they vowed to stay until the dragon left
them alone. Enraged the dragon issued forth a deific curse upon the entire
city, trapping the Pebarlongs in their trance like state permanently.
According to the legend, it was this act that got Styphon named “the
Corruptor”.
Under normal circumstances the Pebarlongs would have eventually died as
their bodies slowly wither and deteriorate from lack of food and water. Yet
the Pebarlongs possessed an astounding fortitude and survival instinct.
They released their “spirit body” out into the world to seek a means of
releasing themselves from this curse. After three weeks and half of their
people dead, they found an answer but it required a ghastly sacrifice, to
feed on the life force energy of the living. Once this was done, the highly
charged spirit body could return to the physical body and give it life and
vitality. Some Pebarlongs considered the price to high and chose to
surrender to death, but a large number where willing to do whatever was
necessary in order to co-exist in the physical world. Thus the Pebarlongs
became vampire ghosts, seeking out the living to drain them of their life in
order for them to awaken their physical bodies so they might walk in the
land of the living. The process of being life force vampires corrupted the
mindset of the Pebarlongs, causing them view themselves as undead
abominations.
Today the Pebarlongs seek out permanent shelters to hide their physical
bodies, while their spirit body seeks out living beings to prey upon. While
the spirit body is away, their physical body looks as if their merely
sleeping and there is nothing about them to indicate they possess a
malevolent nature. Destroying the physical body will instantly kill the
Pebarlong, but destroying the spirit body is as difficult as harming or
defending against an astral foe. It’s impervious to physical harm (including
energy attacks), pass through solid objects, and can fly (mach one/670
mph maximum). Pebarlongs take great pains in making sure their physical
bodies are protected, sometimes hiring bodyguards or using supernatural
measures.
In dealing with these vampire ghosts, one must not allow themselves to
fall under the mistake of feeling pity for their plight (their favorite ploy).
The Pebarlongs have been around since the Battle of the Gods (90,000
years ago) and since then they been killing all humanoids to further their
unnatural existence. While the deaths they cause do not create more of
their kind, nevertheless they possess a great threat to all because only by
taking extreme measures can one protect oneself from these soul stealing
abominations.
Race: Undead
Alignments: Nearly all are some sort of evil alignment; it’s very rare to encounter one who is selfish (anarchist only). Their vampire like existence doesn’t allow them to be a good alignment.
The Eight Attributes: I.Q. 3D6+4, M.E. 5D6 (minimum of 16), M.A. 3D6+4, P.S. 2D6+1, P.P. 2D6+2, P.E. 2D6+3, P.B. 2D6+4, Spd 2D6+2.
Note: Their physical attributes do not apply in their spirit form unless one engages them as an astral being.
Physical Body: Hit Points: P.E. attribute x3. S.D.C.: 2D6
Spirit Body S.D.C.: Physical body hit points + S.D.C. x2. Note: Unlike a true astral body, they don’t have an astral cord.
Horror Factor/Awe: 10 for those who see the spirit or know its in the room.
P.P.E.: 50 +2D6.
I.S.P.: M.E. attribute x6
O.C.C. Skills: The equivalent of a 6th level Mind Mage, but all have land navigation, astronomy/navigation, history (all), anthropology (all), and lore: custom and culture (all) at 98%. Remember, they’ve been around for over 90,000 years.
Natural Abilities: Physical body can only function for 8 hours after receiving 50 stolen hit points from the spirit body (up to 24 hours worth can be received, no additional hours can be added until the time duration has expired). The physical body is vulnerable to any kind of physical, mental, and supernatural attack. However, when the spirit body is absent, the physical body is impervious to psychic attacks that affect the conscious mind. The spirit body is impervious to all physical and energy attacks, including some magical weapons and spells. Psionic energy and mental attacks inflict full damage against the spirit body. The spirit body can float, fly (mach one/670 mph), see the invisible, pass through solid objects, and drain the life energy from the living. The mere touch of the spirit body requires a saving throw of 16 or better (use M.E. attribute bonus only) or it draws 3D6 hit points from the victim. This life draining attack causes the victim to lose initiative, reduce Spd by one half, attacks per melee and combat bonuses are reduced by one, and all skills are -10%. However, the penalties are accumulative each time the spirit successful touches the victim. Because it’s an astral creature, armor and barriers (including most magical ones) provide no protection against its life draining touch. Penalties disappear at the rate of 1 point every four hours (Spd attribute takes 12) however, lost hit points require the standard duration to be restored or can be replenished by magical means.
Attacks Per Melee: Two physical and one psionic attack per melee round or four psionic attacks per melee!
Bonuses: +1 to strike, +6 to auto dodge, +6 to save vs. mind controlling drugs, potions, and magic charms, impervious to possession, and +6 to save vs. Horror Factor. The creature is considered a master psionic so it needs a 10 or better to save vs. psionics (plus any M.E. attribute bonus).
Vulnerabilities: It may seem like these astral killers are invincible but they are vulnerable in the following manners.
- 1. The physical body can be harmed by just about
anything. Kill the physical body and the spirit body dies instantly. Because they have no true duration in which the spirit body must return, the physical body can endure a week without water, two to three weeks without food, 10 minutes without breathable air and the effects/damage of poison, toxins, and drugs take two days to take effect (or instantly the moment the spirit body returns). However, even if the spirit body is hundreds of miles away, a sixth sense warns it instantly whenever its physical body is in immediate danger or extreme changes occur around it. And because of the speed it can travel, it won’t take long for it to return.
- 2. Circle of Protections (ritual spells), protection circles
(circle magic), and various magical spells (exorcism), magical items and enchantments that work against entities will work against the spirit body, but will have no effect on the physical body.
- 3. Both the spirit and physical body are vulnerable to
psychic attack, yet mental attacks (telepathy, empathy, hypnotic suggestion, etc) will do nothing to the physical body if the spirit body is not there (no mind is present), nor will Bio-Manipulation blind, deaf, mute, paralysis, or stun. However, pain and tissue manipulation will send an alarm to the spirit body that the physical body is suffering damage and under attack.
- 4. Holy symbols, the Pebarlong fear the wrath of gods if
they attack their minions so they will not harm those who wear holy symbols and follow its faith. In order to make sure, they will usually attempt a psychic probe or observe closely to discover the truth. Furthermore, Pebarlong will not attack anyone standing on holy ground or within a church/sanctuary. The Pebarlong are quite fearful of the holy symbols of Styphon the Black.
Magic Spells: None.
Psionics: All sensitive and physical psionics powers, plus detect psionics, bio-regeneration (for physical body), bio-manipulation, hypnotic suggestion, mind bolt, mentally possess others, and four other super psionics!
Value: They are a great resource of information having been around for over 90,000 years and because of total recall, they can speak about any of it.
Average Life Span: Immortal until slain.
Habitat: Anywhere, but the physical body will be kept someplace dry and safe while the spirit body is out hunting.
Range: Anywhere
Language: Having been around so long, they have learned to read, write, and speak and all humanoid languages at 90%.
Enemies: Religious figures (both good and evil) and undead hunters. Both have been taught to be on the look out for these vampire ghosts. The Dragonwright (both good and evil) have dedicated themselves to destroying them.
Allies: Evil supernatural forces, particularly fond of powerful mages and knights (they have stronghold that will keep them safe.
Size: 5 to 5.5 feet (1.21 m to 1.67 m)
Weight: 120-140 lbs (54 to 63 kg). Spirit body is weightless.
Note: While out and about among the living, the Pebarlong attempt to blend in with everyone else. They might even set up a shop in an attempt to find the most appetizing prey. They still consider themselves indifferent to the world around them, and care little about the affairs of others. All they care about is having a sanctuary to operate from. They’ve seen empires rise and fall, in the end everyone and anyone can fall victim to their desires and whims.