Yuuzhan Vong Biots

by Aziz

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Overview

All Yuuzhan Vong technology is organic, meaning it does not use metal and wires, instead mostly being comprised of flesh and/or coral. This can change how biots interact with things that machines ordinarily would be able to.

For example, detectors at security checkpoints are unlikely to pick up on most organic weaponry, but some biots may register as life signs on other kinds of detectors where no ordinary machinery would. However, in some eras, biots are known, and even illegal to possess. Try using this to alter the difficulty of certain checks involving biots accordingly.

If a biot is damaged in a way that appears reparable, conventional repair methods would be ineffective, but healing the biot with a medical kit or tech power is likely to be effective. However, healing with the Force may be less reliable, as lots of biots have the same absence in the Force as their Yuuzhan Vong creators do, but not all. This also means the Force has trouble identifying most biots, making them similar to machines and droids in that regard.

Biotic Discomfort. Most biots that are meant to be worn or attached to the body tend to be painful or at least uncomfortable to use, both because the Yuuzhan Vong glorify pain and because these devices are not usually meant for other species. These biots cause an effect called Biotic Discomfort, in which the user makes a DC 13 Constitution saving throw, becoming stunnned for 1d4 rounds on a failure as they adjust to the discomfort. A DM can at any time opt not to make a character make this check, determining that they're reasonably used to the device from being trained in its use or becoming accustomed to it over time. One should feel free to ask their DM if they can avoid making the check.

Weapons

Amphistaff

Weapon (techstaff), prototype (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon. The amphistaff is an exotic weapon that can be used in three different modes. As a bonus action, you can switch between each mode, detailed below.

This weapon has 3 charges, which replenish every dawn. When you hit a creature with this weapon while it is in its whip or spear forms, you can expend a charge and force it to make a DC 13 Constitution saving throw. On a failed save, the creature takes an additional 2d8 poison damage and becomes poisoned until the end of its next turn.

While wielding this weapon in any of its forms, you can expend a charge to cast the poison dart tech power at 1st level, without using tech points, even if you don't know it or have a tech focus. Your techcasting ability is Intelligence.

The amphistaff is alive. When it is on the ground and can see you, you can use a bonus action to beckon it with a hand signal, commanding it to move up to 30 feet toward you.

Staff: This mode is treated as a techstaff.

Spear: This mode is treated as a vibrospear.

Whip: This mode is treated as a vibrowhip.

Blorash Jelly

Weapon (net), standard

Any damage the blorash jelly takes is also dealt to the creature restrained by it. At the start of each of the restrained creature's turns, the blorash jelly will move the restrained creature 5 feet toward the nearest source of food detectable by smell.

Blorash Jelly, Devouring

Weapon (net), premium

Any damage the blorash jelly takes is also dealt to the creature restrained by it. At the start of each of the restrained creature's turns, the blorash jelly will move the restrained creature 5 feet toward the nearest source of food detectable by smell, and the restrained creature must pass a DC 15 Constitution saving throw or take 1d6 acid damage.

Chitin Launcher

Weapon (grenade launcher), standard

Rather than traditional grenades, the chitin launcher fires nang hul at a range of 100/400. When firing a nang hul at long range, or if you don't meet the chitin launcher’s Strength requirement, creatures have advantage on saving throws against the nang hul's effects. If you lack proficiency in the grenade launcher, you must roll the damage dice twice and take the lesser total.

Magma Pebble

Consumable (explosive), standard

Magma pebbles have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a magma pebble at a target you can see within range. Make a ranged weapon attack, using Strength as your modifier, with advantage if the target is a droid or a construct. The target takes 4d6 fire damage on a hit.

Magma Spitter

Weapon (rotary cannon), prototype

The magma spitter deals fire damage, and saving throws to avoid being shot by it are made with disadvantage by droids and constructs.

Rather than traditional power cells, the magma spitter creates its own specialized ammunition by using an internal heat generator and raw earthen material. Reloading takes an hour of feeding it sand and pebbles for it to process, which can be done during a short rest.

The magma spitter requires the use of a tripod unless you meet its strength requirement, which is built in as a trio of crab-like legs. Over the course of 1 minute, you can deploy or collapse the magma spitter's tripod. While deployed, your speed is reduced to 0.

Malledillo

Weapon (vibrohammer), premium (requires attunement)

You have a +1 bonus to attack and damage rolls made with this enhanced weapon.

The malledillo is alive. When it is on the ground and can see you, you can use a bonus action to beckon it with a hand signal, commanding it to move up to 30 feet toward you.

Nang hul, razor bug

Weapon (chakram), premium

Due to their unwieldy nature, razor bugs make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.

You gain a +1 bonus to ranged attack rolls made with this weapon, and attacks with it are not made at disadvantage due to being thrown at long range. On a hit, the razor bug bites into the target, and deals 1d6+2 kinetic damage at the beginning of your next turn, without requiring a second attack roll. After the razor bug deals its second stage of damage, it flies back to your hand, returning at the end of the current turn.

Nang hul, blast Bug

Consumable (explosive), premium

As an action, you can throw a blast bug to fly at a target you can see within 60 feet of you. Make a ranged weapon attack, adding +2 to the attack roll. On a hit, the target is not damaged, but hit or miss, the blast bug then explodes. The target and each creature within 5 feet must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save or half as much on a successful one. The target makes this save with disadvantage if the blast bug's attack roll hit it.

Nang hul, snap bug

Consumable (explosive), premium

As an action, you can release a snap bug, and it will automatically fly toward the nearest hostile creature you can see within 15 feet of you. If it cannot, it immediately returns to your hand. It makes a melee weapon attack, with a proficiency bonus of +2 and a Strength score of 16, adding +2 to the attack roll. On a hit, the target is not damaged, but hit or miss, the snap bug then explodes. The target and each creature within 5 feet must make a DC 15 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. The target makes this save with disadvantage if the blast bug's attack roll hit it. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

Nang hul, thud bug

Weapon (vibrodart), premium

You gain a +1 bonus to ranged attack rolls made with this weapon, and attacks with it are not made at disadvantage due to being thrown at long range. On a hit, the target must pass a DC 15 Strength saving throw or be knocked prone. If the thud bug misses, it flies around the target and continues attacking (autotarget 15, +2) at the start of each of your turns for 1d4 rounds, then flies back to your hand if it never hits.

Plasma Eel

Consumable (explosive), standard

Plasma eels have a range equal to 30 feet + your Strength modifier x 10. As an action, you can throw an eel at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d6 fire and 2d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

If the point you throw it at is a creature, make a ranged--or melee, if the target is within 5 feet--weapon attack as if with a vibrospear. The target struck by this attack is also dealt damage as if you had struck them with a vibrospear, and has disadvantage on the Dexterity saving throw to avoid the explosion.

Plasma eels are long, flexible creatures that wrap around the waist when idle, and become rigid like spears with glowing heads when ready to be thrown. Once in flight, its tail blasts excess plasma energy to propel it forward.

Scepter of Entreaty

Weapon (vibrobaton), advanced (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this enhanced weapon. The scepter is an exotic weapon that can be used in three different modes. As a bonus action, you can switch between each mode, detailed below.

This weapon has 6 charges, which replenish every dawn. When you hit a creature with this weapon while it is in its baton form, you can expend a charge and force it to make a DC 14 Constitution saving throw. On a failed save, the creature takes an additional 2d8 poison damage and becomes poisoned until the end of its next turn.

While wielding this weapon in any of its forms, you can expend a charge to cast the poison dart tech power at 1st level, without using tech points, even if you don't know it or have a tech focus. Your techcasting ability is Intelligence.

The scepter is alive. When it is on the ground and can see you, you can use a bonus action to beckon it with a hand signal, commanding it to move up to 30 feet toward you.

Baton: This weapon is treated as a vibrobaton.

Lash: This weapon is treated as a hooked vibroblade.

Twin Dagger: This weapon is treated as a chakram.

Scepter of Power

Weapon (techstaff), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this enhanced weapon. The scepter is an exotic weapon that can be used in three different modes. As a bonus action, you can switch between each mode, detailed below.

This weapon has 6 charges, which replenish every dawn. When you hit a creature with this weapon while it is in its whip or spear forms, you can expend a charge and force it to make a DC 15 Constitution saving throw. On a failed save, the creature takes an additional 3d8 poison damage and becomes poisoned until the end of its next turn.

While wielding this weapon in any of its forms, you can expend a charge to cast the poison dart tech power at 2nd level, without using tech points, even if you don't know it or have a tech focus. Your techcasting ability is Intelligence.

The scepter is alive. When it is on the ground and can see you, you can use a bonus action to beckon it with a hand signal, commanding it to move up to 30 feet toward you.

While you wield this weapon, you cannot be attacked by amphistaffs or tsaisi. Creatures poisoned by this scepter's attacks or powers are blinded while they remain poisoned.

Staff: This mode is treated as a techstaff.

Spear: This mode is treated as a vibrospear.

Whip: This mode is treated as a vibrowhip.

Singularity Mine

Consumable (explosive), advanced

Singularity mines look like tiny, black, heart-shaped seedpods and contain miniature gravity manipulators. Singularity mines have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a mine at a point you can see within range. Each creature within 5 feet must make a DC 19 Strength saving throw. A creature takes 4d6 necrotic and 4d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is restrained until the end of their next turn.

When a creature is reduced to 0 hit points by a singularity mine, it must make a DC 19 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. The creature and everything unenhanced it is wearing or carrying are cushed and reduced to mere molecules by gravitational force. A creature destroyed in this way can not be revitalized.

Tkun

Weapon (techblade), premium (requires attunement)

If you hit a Large or smaller creature within 5 feet of you with the tkun, you can speak a command word (no action required) and order the tkun to wrap itself around the creature's neck. The creature is restrained, and you are no longer holding the tkun. While restrained in this way, the creature cannot breath. You can use your action to speak a second command word and order the tkun to tighten, forcing the restrained creature to make a DC 13 Constitution saving throw, taking 1d6+3 kinetic damage on a failure or half as much on a success. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The tkun has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Incapacitating the tkun frees the creature without harming it and immediately ends the tkun’s effects.

Tokhlor

Consumable (explosive), premium

Tokhlor are smelly, tick-like creatures that are thrown like grenades and spray their tallow by exploding. Tokhlor can be set to detonate on impact or set with a timer that lasts several seconds before detonating. Tokhlor have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a tokhlor at a point you can see within range. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 4d6 acid damage on a failed save, or half as much as on a successful one.

You cover the ground in a 10-foot square within range in frictionless tallow for 1 minute. For the duration, it is difficult terrain. When the tallow appears, each creature standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

Tsaisi

Weapon (vibrobaton), prototype (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon. The tsaisi is an exotic weapon that can be used in three different modes. As a bonus action, you can switch between each mode, detailed below.

This weapon has 3 charges, which replenish every dawn. When you hit a creature with this weapon while it is in its baton form, you can expend a charge and force it to make a DC 13 Constitution saving throw. On a failed save, the creature takes an additional 2d8 poison damage and becomes poisoned until the end of its next turn.

While wielding this weapon in any of its forms, you can expend a charge to cast the poison dart tech power at 1st level, without using tech points, even if you don't know it or have a tech focus. Your techcasting ability is Intelligence.

The tsaisi is alive. When it is on the ground and can see you, you can use a bonus action to beckon it with a hand signal, commanding it to move up to 30 feet toward you.

Baton: This weapon is treated as a vibrobaton.

Lash: This weapon is treated as a hooked vibroblade.

Twin Dagger: This weapon is treated as a chakram.

Yanskac

Weapon (vibroshield), standard

When you hit a creature with this weapon, you can use a bonus action to force it to make a DC 13 Constitution saving throw. On a failed save, the creature takes an additional 1d8 poison damage and becomes poisoned until the end of its next turn.

The yanskac is a scaled creature that clings to its wielder's arm, baring dorsal spines and a poison-barbed tail toward enemies.

Clothing and Equipment

Chilab

Adventuring gear (nose), standard

The chilab is a grub that you equip by inserting into one of your nasal cavities. It then harmlessly interfaces with your nervous system and begins to automatically record everything you see and hear for the next 24 hours. The chilab cannot replay its recorded data on its own; the data must be offloaded into a suitable organic computer system, such as a qasha.

Command Cloak

Adventuring gear (shoulders), standard

While wearing this cloak, you can use a bonus action to make it billow dramatically.

The Yuuzhan Vong commanders this status symbol is awarded to will carve into their shoulder blades to allow the cloak's claws to latch onto them permanently, but this is not necessary to wear it.

Gnullith

Adventuring gear (life support), standard

A starfish-like creature that fits over the mouth and nose, inserting its proboscis down the throat, possibly causing Biotic Discomfort. A biot alternative to the rebreather, the gnullith allows the wearer to breath both air and water while worn, by filtering oxygen from other substances. It is designed for both gaseous and liquid environments, is extremely uncomfortable to use, thought not harmful, and lasts indefinitely, while machine-based breathing apparatuses tend to expire after a time.

Kavaavik

Adventuring gear (head), premium

While wearing this helmet, you have darkvision out to 90 feet, and can see through heavily obscured areas caused by smoke within that range.

A subterranean native of Yuuzhan'tar, the kavaavik shares its ability to see in the dark with its wearers.

Lungworm

Adventuring gear (life support)

This creature is affixed to a gnullith to give it 2 hours of air supply in environments where the gnullith alone cannot filter oxygen, such as in outer space. The lungworm clamps its mouth onto the gnullith easily, then wraps its body over the wearer's shoulder and onto their back, rather comfortably for a biot. The lungworm dies after its air supply is exhausted.

Robeskin

Adventuring gear (any clothing), standard

These clothes are self-cleaning, and keep the wearer healthy by feeding on their sweat, oils and necrotized tissues, as well as external pathogens. The unusual, jelly-like fabric repairs itself and never wears out.

This is the most common form of clothing among all castes of the Yuuzhan Vong. Surprisingly comfortable.

Shaper Headdress

Adventuring gear (head), standard

This head gear is covered in serpentine tentacles that move in response to the wearer's emotional state.

A headdress that signifies one is of the Shaper caste.

Oogliths

The following are all oogliths; form-fitting, highly flexible suits worn for a variety of purposes. One thing all oogliths share in common is the painful manner in which they are donned. Typically, they fit over a creature's feet, then they crawl up the rest of the wearer's body until the creature has effectively swallowed them, leaving their face exposed, and tightly sealing to the contours of their body on its own. This is a very painful process, as the ooglith secures itself by grappling into the wearer's pores with thousands of tiny tendrils along its interior. Removing an ooglith requires touching a hidden organ, usually near the wearer's nose, but those that do not know this must pass a DC 15 Investigation check to be able to find it. All oogliths can cause Biotic Discomfort.

Ooglith Cloaker

Adventuring gear (life support), standard

A black ooglith designed for use in most hazardous environments. Wearing this ooglith protects one from the dangers of pressure, temperature and atmosphere, most notably in places of deep water, but not in outer space.

Vacuum Ooglith

Adventuring gear (life support), premium

This reddish version of the ooglith cloaker is an improved variety that protects its wearer from all environmental hazards of temperature, pressure and atmosphere, including in outer space. Combined with a gnulltih and lungworm, a wearer can surive in space.

Ooglith Masquer

Adventuring gear (body), prototype

The masquer disguises its human-shape wearer, by visibly transforming them into another species of humanoid shape; whichever species the specific masquer was designed to mimic. Any checks (such as Deception) the wearer makes to visually pass themselves off as the fabricated species or difficulty DCs for Investigation checks from others to see past the disguise are given a bonus of +10.

Unlike most biots, masquers are living creatures that have a presence in the Force. This can benefit Yuuzhan Vong, as it lets them pass themselves off as Force-bearing species under Jedi suspicion, but a human wearing one may come across to a Jedi as existing twice in the Force, drawing attention.

Face Masquer

Adventuring gear (face), standard

This ooglith only covers the face, and most are designed only to make a Yuuzhan Vong look like a different Yuuzhan Vong, though a custom one could be made for other wearers or disguises. This gives +5 to Deception checks made to visually pas oneself off as having this face, and Investigtion check DCs to see past the masquer.

Cloak of Nuun

Adventuring gear (body), legendary

A specialized ooglith cloaker meant for Hunters, elites of the Warrior caste. Photosensitive cilia cover its external surface, which visually garb the wearer in a near-flawless image of their surroundings. In effect, it is a personal cloaking device.

While wearing this cloak, you can stimulate a hidden organ on the back of your hood to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you stimulate the hood again. Interacting with the hood organ requires an action.

Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.

Adept Oozhith

Adventuring gear (body), standard

A form of ooglith designed for Adept Shapers to represent their rank. Sleeveless, and ending above the knees, the oozhith shimmers beautifully in multiple colors as the wearer moves. While wearing this version of the oozhith, you can use a bonus action to create a moving illusory pattern within the material.

Master Oozhith

Adventuring gear (body), premium

A form of ooglith designed for Master Shapers to represent their rank. A full-body suit, the oozhith shimmers beautifully in multiple colors as the wearer moves. While wearing this version of thje oozhith, you can use a bonus action to create a moving illusory pattern within the material. Alternatively, you can have the pattern rise from the material. For example, your body might be wreathed in harmless, illusory flames, while your head might have illusory butterflies fluttering around it.

When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the oozhith, you can roll a d4 and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn.

Armor

Glistaweb

Armor (any light), premium

This armor has the lightweight property. In addition, you have a +2 bonus to AC against ranged attacks that deal energy damage while wearing this armor.

A ceremonial robe of shimmering fabric capable of deflecting blaster fire with its energy-dampening field.

Vonduun Skerr Kyrric (Warrior)

Armor (any medium or heavy), prototype (requires attunement)

To attune to this item, you must wear it for the entire attunement period, during which it breathes and pulses as it adjusts to your musculature. The armor can't be removed from you while you're attuned to it.

This armor has the lightweight, absorptive 1, barbed (1d4) and gauntleted (1d6) properties.

This dark, chitinous armor is a symbiotic creature harvested from the shell of the vonduun crab.

Vonduun Skerr Kyrric (Commander)

Armor (any medium or heavy), advanced (requires attunement)

To attune to this item, you must wear it for the entire attunement period, during which it breathes and pulses as it adjusts to your musculature. The armor can't be removed from you while you're attuned to it.

This armor has the lightweight, absorptive 2, barbed (1d6) and gauntleted (1d6) properties.

Armor harvested from more mature vonduun crabs will have longer spikes and tougher plating.

Vonduun Skerr Kyrric (Supreme Commander)

Armor (any medium or heavy), legendary (requires attunement)

To attune to this item, you must wear it for the entire attunement period, during which it breathes and pulses as it adjusts to your musculature. The armor can't be removed from you while you're attuned to it.

This armor has the powered 2, absorptive 2, barbed (1d6) and gauntleted (1d8) properties.

The rarest of vonduun armor is heavy with its own muscles that augment its wearer's strength.

Vonduun Skerr Kyrric (Warmaster)

Armor (any medium or heavy), artifact (requires attunement)

To attune to this item, you must wear it for the entire attunement period, during which it breathes and pulses as it adjusts to your musculature. The armor can't be removed from you while you're attuned to it.

This armor has the powered 3, absorptive 3, barbed (1d8) and gauntleted (1d8) properties. In addition, you have a +1 bonus to AC and advantage on Intimidation checks while wearing this armor.

Only the greatest military leaders among the Yuuzhan Vong are worthy to possess this living armor.

Items

Arksh

Adventuring gear, standard

Arksh are bioengineered devices typically worn on clothes that function as a portable, personal heat supply. Activating or deactivating the arksh requires a bonus action and, while active, you are adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. The arksh lasts for 10 minutes and can be recharged by feeding it 1 pound of food.

Senalak Seed

Consumable, standard

After planting this seed in the ground and leaving it alone for 24 hours, a senalak (statistics found in ____) is summoned in its place, and the seed is destroyed.

Spineray, Provoker

Adventuring gear (utility), advanced (requires attunement)

Using your action, you can latch this spineray onto an incapacitated target within 5 feet of you. If the target is awake, you must make a melee weapon attack with this spineray, as if attacking with a vibrowhip, as part of this action, latching the spineray to the target on a hit. Once latched, the spineray expends a charge and casts the rewrite memory tech power as if you had cast it, using your Intelligence as its casting modifier. When cast in this way, the power can target humanoids, but cannot work on droids or constructs.

If the target attempts to remember a memory overwritten by the spineray, it must succeed on a Wisdom saving throw or take 1d8 psychic damage. A remove curse or improved restoration power cast on the target restores the creature’s true memory. The spineray has 3 charges, and regains them every dawn.

You can remove the spineray with an action, but any other creature must make a DC 18 Strength check as a part of this action, dealing 1d8 kinetic damage to the spineray's victim on a failure.

Spineray, Interrogation

Adventuring gear (utility), premium (requires attunement)

Using your action, you can latch this spineray onto an incapacitated target within 5 feet of you. If the target is awake, you must make a melee weapon attack with this spineray, as if attacking with a vibrowhip, as part of this action, latching the spineray to the target on a hit. A creature that becomes latched on to by the spineray for the first time on a turn or starts its turn with it latched on must make a DC 16 Charisma saving throw. On a failed save, the creature takes 3d8 necrotic damage and can’t speak a deliberate lie while the spineray is attached. This damage cannot be healed while the spineray is attached. The creature can choose to willingly fail the saving throw, which spares them from taking the necrotic damage. You know whether the creature succeeds or fails on its saving throw.

An affected creature is aware of its situation and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. If the creature is incapacitated by a condition that would hinder their ability to hear or speak, the spineray stimulates their nerves and allows them to hear and speak.

You can remove the spineray with an action, but any other creature must make a DC 16 Strength check as a part of this action, dealing 1d8 kinetic damage to the spineray's victim on a failure.

Spineray, Tracer

Adventuring gear (utility), standard

When you or an ally within 5 feet of you makes an ability check to install a cybernetic augmentation while you are holding this spineray, you can use an action to give the installer advantage on the check. If they already have advantage, they can instead reroll one of the dice once. In any case, the spineray also deals 2d6 necrotic damage to the subject of the installation. This can only be done once per installation attempt.

Sensislug

Adventuring gear, prototype

A thumb-sized slug, the sensislug has three charges, which replenish each dawn. While holding the sensislug in your hand, you can use an action to spend 1 charge and release an invisible cloud of spores at a creature within 5 feet of you. A humanoid creature subjected to this cloud must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute, disoriented by nausea, headaches and nasal irritation. While poisoned in this way, at the start of each of its turns, the creature must make the saving throw again, becoming shocked until the start of their next turn on a failure.

Alternatively, all 3 charges can be spent with this action, increasing the cloud's size to a 10-foot cube adjacent to you, and causing creatures who fail the saving throw to fall unconscious for 1 hour in addition to the poison's effects. A creature wakes up if it takes damage or if another creature takes an action to shake it awake.

The spores do not survive long outside the sensislug, and are unsuitable for storage for later use.

Tzur'qipat

Adventuring gear, premium

As an action, with this item held in two hands, you can select a point within 10 feet of you to emit a cloud of smoke that creates a heavily obscured area in a 20-foot radius for 1 minute. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. The tzur'qipat can't be used this way again until the next dawn.

Diseases

Coomb Spore

The coomb spore is a disease that causes great pain by breaking down the victim's molecular structure. The disease is incapable of spreading, and the spores die with the victim, so it can only be directly administered to a victim. Many species are vulnerable to it, and the length the illness lasts can be anywhere between a few weeks and a few days.

Roll 1d8 three times; this will determine how long the disease and its phases last. The first phase lasts 1d8 days--the first roll that was made--during which no symptoms occur. For the next 1d8 days, the infected creature is vulnerable to acid damage. For the last 1d8 days, the infected creature retains its vulnerability to acid damage, and whenever the creature takes any long rest, it must succeed on a DC 15 Constitution saving throw or the disease takes half of the creature's remaining hit dice (round up). At the end of the disease's duration, the infected creature dies and the disease ends.

This disease can only be cured by normal means during the first 1d8 days. After this, any attempt to cure the disease deals 2d10 acid damage to the infected creature and forces it to make a DC 20 Constitution saving throw, with the disease remaining on a failure and ending on a success.

Itching Plague

A glitch that can be caused by Yuuzhan Vong terraforming processes, spreading a fungal plague that, once infecting a host, swiftly covers their entire body and causes their skin to itch. The fungus does not progress further, merely remaining an annoyance, but is notoriously difficult to be rid of. Only Yuuzhan Vong have been known to be vulnerable to the fungus, but mutations that infect other species can exist.

This disease lasts until it is cured, during which time the infected creature has disadvantage on Constitution saving throws to maintain concentration, and has a 50% chance at the beginning of each of the creature's turns to waste its object interaction scratching itself.

Villips

Looking like a leathery, head-sized fruit, a villip is the Yuuzhan Vong's primary method of long-distance communication. By using your Action to stroke a certain spot on it--called the Enversion Stoma (discovered with a DC 15 Investigation check)--it unfurls along a seam to reveal a fleshy interior that it can manipulate into many articulated shapes. Each villip has a twin--picked from the same flower--that it is telepathically linked to at all times, across infinite distance. Because this communication is telepathic in nature, comm-jamming or interception technology is wholly ineffective against it.

Opening a villip stimulates the tendrils along its twin's underbelly, alerting its owner to your attempted contact. By holding the villip up to your face and speaking into it, its twin shapes its interior into a glowing, perfect form of your face (called a field) and speaks with your voice, allowing you to communicate with the twin's bearer in real-time, and vice-versa, by talking to one another's seemingly disembodied heads.

Like most biots, the villip has a family tree of variations and cousins based on its design. A twinned pair of villips can be of two differing varieties, leading to interesting combinations of functions.

Basic Villip

Adventuring gear (communications), premium

This villip can be used to telepathically communicate with its twin across any distance, conveying audio and a three-dimensional image of the user's face.

Tactical Villip

Adventuring gear (communications), prototype

This small, compact villip can be worn as an accessory and used to telepathically communicate with its twin across any distance, conveying audio and a three-dimensional image of the user's face.

Master Villip

Adventuring gear (communications), advanced

This oversized villip can telepathically communicate audio and a three-dimensional image of the user's face to up to a hundred villips in a connection established by touching a villip or villips to the master villip for an hour, which can be done during a short rest. Multiple new connections with villips can be established within the same hour.

When the master villip is opened and spoken into, all ordinary villips connected to it relay the master's broadcast, overriding any other connection they might have at the time, and going back to normal once the master's message ends. The connected villips cannot communicate to the master.

This villip is meant for commanders relaying orders to their troops

Villip Choir

Adventuring gear (communications), prototype

This villip can be used to telepathically communicate with its twin across any distance, conveying audio and a three-dimensional image of a large scene, like a battlefield.

Villip Beacon

Adventuring gear (communications), premium

This flat villip can be used to telepathically communicate with its twin across any distance, conveying a two-dimensional image of the user's face. Due to its shape, this villip can easily be attached to an ooglith, and you have advantage on Charisma (Deception) checks made to hide it.

Gnullith Villip

Adventuring gear (communications), premium

This villip is attached to a gnullith, and can be used to telepathically communicate audio with its twin across any distance, even while the gnullith would otherwise restrict speech.

A gnullith does not allow for easy communication, both because of the environment its user can be in and because of the tentacle lodged down their windpipe. The gnullith villip aids in this.

Oggzil

Adventuring gear (communications), prototype

This tiny creature can be attached to any villip, enabling it to communicate with machine-based devices, effectively making the villip double as a commlink.

This creature's metallic vertebrae is able to function as an antenna, and is the reason it eats metal scrap.

Ol-villip

Adventuring gear (communications), premium

The ol-villip does not have a twin. Instead, it can be attached is affixed to a provoker spineray in order to visually display memories being accessed by the spineray from its victim in a three-dimensional image.

Vaccuum Villip

Adventuring gear (communications), prototype

This villip can be used to telepathically communicate with its twin across any distance, conveying audio and a three-dimensional image of the user's face. It can survive on its own in the vacuum of space, and if placed on an inorganic surface like one found on a ship's hull, it will automatically attach itself. If attached to a viewport, it will be able to convey the images and audio shared by its twin through the viewport.

Yuuzhan Vong launch these villips at non-Yuuzhan Vong ships to be able to communicate with their crews.

Implants

Yuuzhan Vong grafted implants use the same rules as cybernetic augmentation, with some differences. A grafted implant does not count toward the Side Effects table in Wretched Hives that cybernetic augmentations do. Meaning, two of them will not give you disadvantage on saving throws against effects that deal ion damage, for instance. (Grafted implants are organic, so they do not make the body more machine-like.) Instead, they follow their own Side Effects table.

Number of Augmentations Side Effect
2 You have disadvantage on saving throws against effects that deal poison damage.
4 You have vulnerability to poison damage.
6 You are unaffected by force powers cast by others that would not affect droids or constructs or that require a humanoid target.

Bo'tous Spores

Cybernetic augmentation (replacement), prototype

This augmentation replaces your lungs.

As an action, you can breathe a cloud of spores in a 15-foot cone in front of you. Any living creature in the area must make a DC 18 Constitution saving throw, taking 2d6 poison damage and becoming diseased for 1 minute on a failed save. A creature with this disease rerolls the saving throw at the end of each of their turns, ending the effect on a success, or taking 1d6 poison damage on a failure. A creature can be infected with this disease more than once at a time.

This augmentation carries a number of spore doses equal to 1 - your proficiency modifier and regains 1d4 charges when you take a long rest.

Side effect: When you use this action, you must succeed on a Wisdom saving throw or become infected with the disease as well. This saving throw fails automatically if your mouth is closed.

Your lungs become a nest for special egg-spores that rapidly hatch into flesh-eating insects when exposed to oxygen.

Fighting Claw

Cybernetic augmentation (enhancement), prototype

This augmentation integrates a vibroclaw into your body. You have a +1 bonus to attack and damage rolls made with this enhanced weapon, cannot be disarmed of it, and it has the reach property. As a bonus action, you can extend or retract the claw, permitting you to wield the weapon normally when you want to attack with it, or conceal it within your body.

Side effect: The fighting claw is harmful to use. Extending this weapon or making an attack with it that utilizes the reach property both deal 1 kinetic damage to you that cannot be negated in any way or healed until the weapon is retracted.

A parasite that resides in the bone of its host, it provides a dangerous weapon that can rend metal and pierce energy shields.

Finger-spears

Cybernetic augmentation (replacement), prototype

This augmentation replaces your hand.

As an action, you can use this hand to launch out an array of razor-sharp tentacles, making a separate melee weapon attack against every creature of your choice within 10 feet. You are considered proficient in this weapon attack, you choose either Strength or Dexterity to be your attack modifier with it, and it deals 1d8 plus your Strength or Dexterity modifier (your choice) on a hit. You must use the same modifier for both rolls.

Side effect: Once this hand replacement has been installed, you can no longer wield weapons in this hand. You can use it to grip a weapon with two hands, but attacks with that weapon will have disadvantage.

Fire Spitter

Cybernetic augmentation (replacement), prototype

This augmentation replaces the bones in your forearm.

Your arm becomes host to a symbiotic creature that acts as a simple blaster weapon with which you are proficient. It deals 1d6 fire damage on a hit, has a normal range of 20 feet and a long range of 60 feet, and has the auto, burst and reload 1 properties.

Any creature dealt damage by this weapon ignites in flame, and will take 1d6 fire damage at the start of your next turn. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

Side effect: Rather than traditional power cells, the fire spitter feeds off of your own biomass to create its ammunition. You must spend one of your Hit Dice to reload this weapon.

Maa'its

Cybernetic augmentation (replacement), advanced

Prerequisite: Intelligence 15

This augmentation replaces your eyes.

You can activate or deactivate this implant as a bonus action. While active, you have truesight to a range of 30 feet and advantage on Intelligence (Investigation) checks within 10 feet of you.

Side Effect: While active, you have disadvantage on Wisdom (Perception) checks beyond 30 feet.

This variation on the mqaaq'its is used by Shapers as an ocular microscope that can see beyond the visual light spectrum.

Mqaaq'its

Cybernetic augmentation (replacement), premium

Prerequisite: Charisma 13

This augmentation replaces your eyes.

Your eyes shine with color that changes depending on your mood. Whenever you make an Intimidation check to a target within 30 feet of you that you make eye contact with, you can add your Wisdom or Charisma modifier to the check if it doesn't already include that modifier.

Side effect: You cannot turn off or control the color of your eyes, so those who recognize the meanings behind the colors can more easily discern your emotional state, making certain social interactions more difficult.

The constantly shifting colors or angry red of the mqaaq'its can make one feel unnerved, as if their mind is being read.

Plaeryin Bol

Cybernetic augmentation (replacement), advanced

This augmentation replaces one of your eyes.

As an action, can fire a glob of poison at a creature within 30 feet as a ranged weapon attack. This attack is not made at disadvantage from the target being within 5 feet. On a hit, the target takes 4d6 poison damage and must make a DC 20 Constitution saving throw. On a failure, the target takes an additional 4d6 poison damage and becomes poisoned for 1 minute, or the target takes half as much damage and isn't poisoned on a success. While a creature is poisoned by the plaeryin bol, the poison damage dealt by it to the creature can’t be healed by any means.

This action can only be used once, then you must take a long rest with the plaeryin bol implanted to let it rejuvenate its poison.

Side effect: The action does nothing and is wasted if used while your head is submerged in liquid, and the attack is made with disadvantage if it is used in conditions like fog or rain. If used in heavy rain or other conditions of spray, you become the target instead.

Shaper Hand

Cybernetic augmentation (replacement), prototype

This augmentation replaces your hand.

As a bonus action, you can transform this cephalopoidal hand into one of the following items of your choice, or back its default hand-like state. While your shaper hand is transformed, you are considered to be proficient in the item it is replicating, if you are not already:

  • Vibrowhip (martial vibroweapon)
  • Biotech's implements
  • Bioanalysis kit
  • Biochemist's kit
  • Geneticist's kit
  • Poisoner's kit
  • Techcasting focus
  • Traumakit
  • Antitoxkit
  • Medpac

For items that have charges such as the traumakit, you regain all expended charges at the end of a long rest. The vibrowhip deals poison damage instead of kinetic damage.

Side effect: Once this hand replacement has been installed, you can no longer wield weapons in this hand other than those this augmentation can transform into.

Steng's Talons

Cybernetic augmentation (enhancement), advanced

This augmentation integrates a vibroclaw into your body. You have a +2 bonus to attack and damage rolls made with this enhanced weapon, cannot be disarmed of it, and it has the reach and defensive 1 properties. As a bonus action, you can extend or retract the talons, permitting you to wield the weapon normally when you want to attack with it, or conceal it within your body.

Side effect: Steng's talons are harmful to use. Extending this weapon or making an attack with it that utilizes the reach property both deal 1 kinetic damage to you that cannot be negated in any way or healed until the weapon is retracted.

Named for the first warmaster, Steng's talons are an improvement on the fighting claw design, formed from sguaru bones and coated in a yorik coral layer.

Warrior's Initiation

Cybernetic augmentation (enhancement), standard

If you would have vulnerability to necrotic damage from any one source, this enhancement negates that vulnerability. If you would gain vulnerability to necrotic damage from more than one source, this enhancement cannot negate it.

Side effect: You have disadvantage on saving throws you make to avoid one of the following conditions (chosen by the GM when generating this item): blinded, charmed, deafened, shocked, or stunned.

A novice Warrior's surgical conditioning them to know and accept intense pain.

Villip, Implanted

Cybernetic augmentation (enhancement), prototype

Prerequisite: Constitution 13

This implant is inserted into the brain, and can be used to telepathically communicate with a specific villip across any distance, conveying your concious thoughts as audio and what you see directly in front of you as a three-dimensional image. You must use a bonus action to open and close the line of communication.

Side Effect: Activating the implanted villip deals 1 psychic damage to yourself. While active, you cannot perceive your surroundings through sight or sound, instead hearing and seeing what the other villip has to show you.

This tiny villip is used by spies, and is pain.

Whipsting

Cybernetic augmentation (enhancement), standard

This implant takes the form of a small sac embedded in the hand, within which is coiled a living cord that lashes out with a poisonous tip when stimulated. While coiled in its sac, it and the cord are completely shielded and hidden from unenhanced investigation, and you cannot use this hidden vibroweapon until it is revealed. As a bonus action, you can reveal this hidden vibroweapon and make a single melee weapon attack with it, and can conceal it again as an action. You have proficiency with this weapon for this attack. It deals 1d4 poison damage on a hit, has a reach of 10 feet, and the finesse property.

Side effect: The whipsting can only make 4 attacks before it becomes unusable. It regains all 4 of its uses whenever you finish a short rest.

A Yuuzhan Vong bio-weapon hidden in the hand and tipped with a deadly, poisonous spine.

Name Damage Weight Properties
Amphistaff - 4 lb Special
Staff 2d4 kinetic - Double (2d4 kinetic)
Spear 1d6 kinetic - Thrown (range 20/60), versatile (1d8)
Whip 1d4 kinetic - Finesse, reach
Blorash Jelly - 3 lb Light, finesse, special, thrown (range 15)
Blorash Jelly, Devouring - 3 lb Light, finesse, special, thrown (range 15)
Chitin Launcher Special 10 lb Ammunition (range 80/320), reload 1, strength 11, special, two-handed
Magma Spitter 2d6 fire 76 lb Ammunition (range 100/400), auto, burst, rapid, special, strength 19, two-handed
Malledillo 1d10 kinetic 16 lb Heavy, two-handed
Nang Hul, Razor Bug 1d6 kinetic 3 lb Finesse, returning, thrown (range 30/90)
Nang Hul, Thud Bug 1d4 kinetic 1/4 lb Finesse, special, thrown (range 20/60)
Scepter of Entreaty - 3 lb Special
Baton 2d4 kinetic - -
Lash 1d6 kinetic - Disarming, finesse
Twin Dagger 1d6 kinetic - Finesse, returning, thrown (range 30/90)
Lash 1d6 kinetic - Disarming, finesse
Scepter of Power - 4 lb Special
Staff 2d4 kinetic - Double (2d4 kinetic)
Spear 1d6 kinetic - Thrown (range 20/60), versatile (1d8)
Whip 1d4 kinetic - Finesse, reach
Tkun 1d6 kinetic 3 lb Finesse, light
Tsaisi - 3 lb Special
Baton 2d4 kinetic - -
Lash 1d6 kinetic - Disarming, finesse
Twin Dagger 1d6 kinetic - Finesse, returning, thrown (range 30/90)
Lash 1d6 kinetic - Disarming, finesse
Yanskac 1d8 kinetic 7 lb Defensive 1, fixed

Notes

  • Several rarities are tentative and may need to be changed.
  • Some items might need "(requires attunement)" added to them.
  • Many consumables could have higher rarity versions with more potent effects

Reflavors

Items that have easy equivalents already:

  • Huun is a tech cipher for Toxic Cloud (no concentration, 1 minute)
  • Coufee is a techblade or vibrodagger
  • Needle thorn is a vibrodart
  • Tizowyrm is a personal translator
  • Qasha are datapads and other computers
  • Tapiq is a security spike for Yuuzhan Vong complexes
 

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