Scal
The Scal are viewed by many to be one of the most evil and destructive societies in existence. They came from another world, which was dying, some time ago. It is said that only five Scal originally came to this world, but since their arrival their numbers have been growing. They have made enemies out of almost every sentient race, blindly killing whatever they can find in their attempt to remake this world to closer resemble their home.
At first glance The Scal can almost be identified with. They are the last of their kind, a doomed race that is making one last bid for their survival. However, while their motives are understandable, their methods are far from honorable. The five Scal that came here were all male. Even if they had female Scal, the lack of genetic diversity would quickly mean the end of their race. So, using a ritual known to all Scal from birth, they began to transform the creatures of this world. These five took humanoids and used them to create more Scal, rebuilding their race through the killing of others. Over the years a Scal civilization has been created, powerful and cruel. Many argue that they are the most evil creatures in existence.
Scal appear humanoid and stand about as tall as humans. They are covered in an exoskeleton made of bone; their visible skulls are pointed in five sections, creating a star like pattern of small horns. Scal have no pinky fingers and no little toes (and as a result use a base sixteen counting system.) Dissection has revealed that Scal have two hearts and their brains are not divided into left and right hemispheres like a human’s is. All Scal have the same black eyes and bleed black blood.
Scal share a collective subconscious, which influences their behavior to a degree. First, all Scal are created with certain knowledge. This includes the ritual to turn other creatures into Scal, the Scal language, basic math skills (in base sixteen) and basic Scal customs. Also, all Scal are devoted to the agenda of their race. There are no rogue Scal that join the forces of good, their collective unconscious insures that all Scal are totally devoted to their cause. The concept of betraying other Scal is something they cannot understand. Still, each Scal is an individual, with unique personality traits and skills. They all act for their own self interest and put their own lives over those of their allies. A Scal might even be willing to give up certain information to a captor, if it believes the non-Scal’s defeat is inevitable anyways.
Scal have two ways of reproducing. First, they can reproduce naturally. Female Scal carry between five and ten eggs in them, though they do not mate to give birth. Love is a concept that Scal cannot understand, the thought of having a romantic relationship seems completely alien to them. Female Scal are treated almost as badly as members of other races, unable to fight or be educated. The best a female Scal can hope to achieve is to become a slave master and tend to the needs of their captives. Less lucky ones are thrown into dungeons for their entire lives. The decision, which females command the slaves and which are thrown into the dungeon, is entirely arbitrary. If the males do not need more females to care for the slaves, any born are thrown into the dungeons instead. When a female Scal turns thirty years old its eggs are fully matured. It is promptly killed and its eggs are harvested. A male Scal cuts its arm and bleeds over the eggs, fertilizing them. A month later the eggs hatch and baby Scal are born. A Scal takes approximately three months to fully mature, and in that time they are shown the only kindness they will ever receive. They are fed and cared for, if they are male. Females are immediately either given to slave masters to be taught, or thrown into the dungeons.
The second way for Scal to be created is through a bizarre ritual. Scal take the heart of another creature, bleed on it, and wait. The heart must make a fortitude save (at the same bonus as the person who was killed) DC 20. Failure means the heart is treated like an egg and hatches in a month, success means that heart cannot be used for this purpose. Scal are said to have created a ring with a blue stone that can reveal a creature’s fortitude save through physical contact, growing brighter proportionately to the creature’s bonus (naturally the Scal do not recognize the actual bonus, but say the stone’s brightness relates to their durability.) Only humans, orcs and elves (along with half-breeds) are compatible with this ritual. Scal see non-compatible species as useless (though they are still used as slaves.)
Scal society is based on the idea of their own superiority to the other creatures that inhabit this world. They are convinced that they have a rightful claim to it and will stop at nothing to remake it in the image of their home world. Scal are completely xenophobic, to the point where they completely refuse to work with any other creature, even evil ones. They take great pleasure in killing and torturing, usually for no real reason. They hate forests and plant life and they usually burn any that they come across. All Scal answer to a supreme leader who is selected by the previous leader before him. If the leader failed to name a successor before he died his closest advisors and allies duel for the title. The fight is vicious and bloody, but only rarely is a Scal actually killed. The winner becomes the supreme leader and the losers accept this outcome. Oddly for such an evil race, no Scal has ever attempted a coup or tried to kill the current supreme leader. They consider that kind of infighting to be self destructive and stupid, they have to fight against all the other creatures of this world, they may as well be united. Scal architecture consists entirely of stone. They like to make towers, where the social hierarchy is reflected in the living arrangements. Higher class Scal live higher up in the tower, where lower class ones are on the lower floors. Scal class structure is based on battles won and military position, and as such is subject to change. Scal are known to move from one floor to another on almost a weekly basis.
The Scal’s diet consists entirely of bones. Any creature’s bones will suffice, but they prefer humanoids of some kind. Skulls are considered to be a delicacy, in fact it is said that they are all the supreme leader eats. Bones can also be used as a sort of currency, to traded for weapons or slaves. Slaves are often killed for their bones, much like how cows are killed for their meat.
A Scal’s favored class is any psionic related class. Though Scal have no concept of a higher entity or gods, a small number have begun to revere the power of the Scal’s collective consciousness. Such clerics have access to the domains of Death, Destruction and Evil. Scal half-golems are well known, respected and are immune to the mental affects of becoming a half-golem.
Medium Aberration
Hit Dice: 11d8+33 (36)
Initiative: +2
Speed: 30 ft
Armor Class: 27 (+15 natural, +2 dex)
Base Attack/Grapple: +9/+14
Attack: Silvered Spear +14/+9
Damage: Silvered Spear (1d8+5)
Space/Reach: 5ft/5ft
Special Attacks: Mind Burn, Mind Link, Psychic Push, Spell-Like Abilities
Special Qualities: Poison Immunity, Disease Immunity, Damage Reduction 10/Adamantine, Spell Resistance 24, Dream Walk, Trance
Saves: Fort +13, Ref +10, Will +15
Abilities: Str 20, Dex 14, Con 17, Int 13, Wis 14, Cha 17
Skills: Intimidate +18, Bluff +18, Jump +19
Feats: Blind-Fight, Great Fortitude, Spring Attack, Iron Will
Environment: Badlands or Any
Organization: Solitary, Band (3-5) Convoy (7-10) or Troop (10-20)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By Character Class
Level Adjustment: -
Mind Burn: With a successful touch attack a Scal may directly attack a target’s mind. The touched creature must make a will save (DC 13+1/2 the Scal’s hit dice.) Success means it takes 2d6 damage. Failure means the creature takes 5d6 damage and 1d6 wisdom, intelligence and charisma damage. This does not affect mindless creatures.
Mind Link: Once per a day, with a successful Mind Burn (where the target failed the save) a Scal may try to link with the creature touched. The touched creature must make a will save (DC 13+1/2 the Scal’s hit dice.) Failure means the Scal forms a link with the creature. The Scal can Detect Thought (as the spell) on the creature it is linked with at will and can Scry on the creature without allowing a saving throw. In addition, the Scal can always communicate with the creature and may use their Suggestion spell-like ability regardless of the creature’s current location. The only known way to sever a Mind Link is to kill the Scal that made it.
Psychic Push: As a full round action, a Scal may release a small blast of psychic energy at one creature within forty feet. The creature targeted must make a fortitude save (DC 13+1/2 the Scal’s hit dice.) Failure means the targeted creature takes 3d6 damage and is pushed back ten feet.
Spell Like Abilities: 3/Day Suggestion, 1/Day Haste
Dream Walk: When a Scal sleeps, it actually enters the collective unconscious of the Scal. All Scal that are currently sleeping may communicate with one another (though this is still a dream world and changes subject to the thoughts of those involved.) Scal can also enter the dreams of anyone they have a Mind Link with.
Trance: Scal can put themselves into a trance as a full round action. In this trance, they are only vaguely aware of their surroundings. They do not feel pain, do not need to eat or drink and age at one-tenth the normal rate (usually a Scal’s maximum lifespan is one hundred years.)
