Creature Codex — Sarmak

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Sarmak

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“The War of the Worlds: The Martian” © Les Edwards, accessed at his site here

[The War of the Worlds needs no introduction. H.G. Wells’ novel is one of the first of the alien invasion sub-genre of science fiction, and still one of the best. It’s had multiple high profile adaptations, but for my money the best of them is Jeff Wayne’s Musical Version of The War of the Worlds. It’s the most faithful to Wells’ themes of colonialism, evolution and ecology.

The name “Sarmak” for the Martians comes from the book War of the Worlds: Global Dispatches, a collection of short stories inspired by The War of the Worlds and often crossing over with other public domain vintage SF. “Sarmak” is what the Barsoomians call these Martians, for instance. I like it, because Mars is of course an Earth name for the planet, plus it allows GMs to distance these monsters from Mars if they don’t want to open up that whole can of worms in their campaigns.

The development of the stat block for the sarmak was fun, because I went in a direction I (and Pathfinder in general) usually avoids. I n order to reflect their great knowledge and technological prowess, I wanted my Martians to have high HD for the skill points, but low physical ability scores. And, of course, statistics for the Fighting Machines/Tripods are forthcoming.]

Sarmak
CR 3 LE Aberration

This heaving bulk is larger than a bear, glistening like wet leather. Its V-shaped mouth is toothless and drooling, with a pair of black eyes glaring from above it. It has sixteen tentacles—eight larger ones on which is drags itself and eight smaller ones that seem able to manipulate objects.

Sarmaks are technologically adept creatures from a dying desert world, and they watch resource-rich planets with envious eyes. Their colonial fleets consist of meteor-like drop ships, launched at a planet as a one way trip. Once on the surface, the sarmaks assemble deadly weapons made on their home world and shipped in pieces such as their savage heat rays, choking black smoke canisters, and their fearsome fighting machines. These tripodal robots each are piloted by a single sarmak but is more than a match for an entire army. Sarmaks believe in total warfare, targeting civilian populations and infrastructure in order to cripple resistance. Once established, they begin to convert their territory to their liking through ground cover plants (the pernicious “red weed”), and harvest both the land and the people in it for resources.

Sarmak physiology may once have been humanoid, but they have long since evolved away from physical strength, preferring to create artificial bodies for various needs using technology. A sarmak’s body is adapted for life on their planet, where gravity is fairly low—although they stride on the tips of their tentacles on their home world, they drag themselves along in the gravity of most planets. Likewise, their single ear is a tympanic membrane stretched across the back of their head, but it works best in thinner atmospheres, so sarmaks tend to be a trifle deaf, and shout loudly to each other in their colonies. Even the dullest sarmak is a genius by human standards. Their digestive systems are atrophied, and they feed by injecting the blood of other creatures directly into their veins.

A sarmak’s body is about four feet high and eight feet long. Their tentacles stretch another six to eight feet. They are long lived by human standards, surviving into their 200th year easily if not slain by violence or disease. Despite all of their technological prowess, sarmaks are vulnerable to a variety of pathogens. On their home world, they exterminated the microbes that cause diseases through chemical warfare, but this has left them prone to infection elsewhere.

Sarmak Technology

Biolocked devices
Knowing that their machines falling to enemy hands is one of the biggest threats to sarmak invasions, sarmak engineers have devised ways to render them inoperable to other creatures. Crafting a biolocked device requires an extra day of work, and increases the DC of any check made to craft the device by +2, but does not add to the cost. A biolocked device works only for a sarmak (or other species creating the biolocked device), unless the wielder succeeds a Knowledge (engineering) check equal to the DC to craft the weapon. Success on this check renders it operable for 24 hours by creatures of the new wielder’s species, or of a species determined by the creature that succeeded the check. A roll of natural 20 renders the device able to be wielded by any creature for 24 hours, and a natural 1 renders the device unable to be used by any creature other than a sarnak, or able to be reprogrammed to be used by other creatures, for the next 24 hours.

Exsanguinator Rig
Price
2,000 gp; Slot none; Weight 8 lbs; Capacity 10 charges; Usage 1 charge/minute
Although sarmaks usually take their time to drain the blood from sedated and bound captives, the exsanguinator rig is used in order to quickly extract blood from struggling victims or in combat by particular strong or sadistic sarmaks. This device consists of multiple needles attached to hoses and piping, feeding into a large central reservoir. When a charge is spent, actuators inside the device apply negative pressure, sucking fluids from the needles into the reservoir. If an exsanguinator rig is applied to a grappled, paralyzed or stunned creature, it drains blood at a rate of 1d4 points of Constitution damage a round (Fort DC 15 halves the damage). The weight given is for an empty rig; the central chamber can hold a gallon of liquid at a time. An exsanguinator rig requires two hands to use.
Construction
Craft
DC 25; Cost 1,000 gp
Craft Technological Item, production lab

Sarmak                                CR 3
XP 800

LE Large aberration
Init
+4; Senses darkvision 60 ft., Perception +13
Defense
AC
14, touch 9, flat-footed 14 (-1 size, +5 natural)
hp
35 (10d8-10)
Fort
+2, Ref +3, Will +8; -2 vs. disease
Weakness
immunodeficiency
Offense
Speed
20 ft., low gravity adaptation
Melee
tentacles +6 (1d4 plus grab)
Ranged
laser pistol +6 touch (1d8 fire)
Space
10 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks
constrict (tentacles, 2d4)
Statistics
Str
10, Dex 11, Con 8, Int 21, Wis 13, Cha 12
Base Atk
+7; CMB +8 (+12 grapple); CMD 19
Feats
Craft Robot, Craft Technological Arms and Armor, Craft Technological Item, Exotic Weapon Proficiency (firearms), Improved Initiative, Technologist (B)
Skills
Climb +12, Craft (alchemy, mechanics) +14, Escape Artist +12, Knowledge (engineering) +17, Knowledge (geography, nature) +14, Linguistics +14, Perception +13, Stealth +8
Languages
Sarmak, any 9 others
SQ
undersized weapons
Ecology
Environment
any land or underground
Organization
solitary, pair, party (3-6) or colony (7-24)
Treasure
double standard (biolocked laser pistol, 2 batteries, other gear)
Special Attacks
Immunodeficiency (Ex)
A sarmak suffers a -2 racial penalty on all saving throws against disease.
Low Gravity Adaptation (Ex)
A sarmak gains a +10 ft. bonus to movement speed in low gravity environments.
Tentacles (Ex)
The movement tentacles of a sarmak are treated as a single primary natural attack. Its manipulator tentacles are treated as a hand per cluster of four, and the sarmak has the undersized weapons trait.

sarmak martian the war of the worlds hg wells pathfinder 1e the chances of anything coming from mars are a million to one he said but still they come

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