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PlM2b-SS1 Vinx (the snake goddess)                    CR 5

An android modeled after storybook creatures that were themselves inspired by Hindu myths.


Type Large (long) electromagnetic

Tech Level VII

Cost 600,000cr; Maintenance & Fuel c120,000cr (depending on wear and rest cycles allowed)

Init +2

Senses darkvision 120 ft.; Perception +4




AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)

hp 6d10+40

Fort +1, Ref +3, Will +0

Resistances none

Immunities death effects, disease, charms, compulsions, phantasms, patterns, morale effects, paralysis, poison, sleep, stun, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, death from massive damage

DR 5/magnetic

Vulnerabilities magnetic, electricity




Speed 40 ft.

Melee 2x punch +11 (1d4+5) or tale whip +7 (1d4+5 + grab + blood drain)

Ranged none

Space 10 ft., Reach 5 ft.

Special Attacks tail grab, constrict (1d4+5)




Str 21, Dex 15, Con -, Int 9, Wis 9, Chr 9

Base Attack +6, CMB +12, CMD 24 (immune to trip)

Feats Ability Focus (tail grab), Exsanguinate, Improved Grapple

Skills Perception +5, Survival +5

Languages unknown language (installed at time of purchase), Galactic Standard




Environment manufactured

Organization solitary, pair, nest (3-24)

Treasure high tech parts




While generally classified as an android, the Vinx is in fact more of a cyborg. The only reason they are not classified as a cyborg is the creature’s brain is one of the things replaced, leaving the Vinx essentially a machine with bionic parts. There is a fine line between between a cyborg and a machine, but the loss of the brain definitively crosses it.


Vinxes are one of the more difficult constructs engineered for Dreamland. Fashioning a working snake-like body at man-size that can function fully in multiple environments as well as in tight and delicate spaces – that is a feat in and of itself. And that is on top of all of the other difficulties of combining a working humanoid upper body with the snake-like lower half and connecting it all to six independently working arms. The resulting programmed movement of the Vinx is a little wonky, but it was a wondrous feat – at least for its time. The fact that the neural network can take input about sensed objects, maneuver around them, and utilize any of it’s six arms to interact with said objects, and can do so all at once, is something that would have won any number of awards – at least, it would have if the Vinx had been engineered in public (and if those engineers hadn’t been arrested for illegal experimentation on live creatures).


The purpose that the Vinx was engineered for can be detected even with a casual glance by the observant eye: Vinxes have boobs. Reptiles don’t. Boobs are for nursing young. That’s not something that snakes do. And really, nothing more needs be said.


What’s more, they have a slotted metal covering for their chest, which covering is inset into the skin in such a way that it doesn’t come off even as the creature’s torso bends and twists along with the undulating sways of its lower body that it must make in order to move. Pure fantasy add-ons.


One of the other major issues with the design of the Vinx is the fingers of the upper four arms. The original concept for the creature was to have only these four arms. However, it was proved to be impossible to make these immensely long fingers functional while also not being so delicate as to be easily broken. Simple bone proved to be far too prone to breakage, and anything heavier hindered both movement and dexterity. However, the funder for the Vinx insisted on the design of the hands. Eventually, then, it was compromised that a third set of arms would be added, these being functional, while the upper four arms and hands would be constructed of a hardened alloy that makes those hands resistant to damage but leaves them unable to grasp objects with any sort of functional dexterity.


Gazing upon the features of the Vinx, some may be brought to ask why anyone would be attracted to such a long-fingered, snake-like creature with kelp-like hair. But then, it takes all kinds. There were always a few who were attracted to the monsters of the Hindu-inspired stories, going all the way back through history.


Cities Vinxes have the capacity to build cities, but not the inclination. Instead, they tend to build nests within caves and gullies. These nestings tend to be matriarchal in organization, but not because females are the center of Vinxian society. Instead, warrior males tend to wander away from the nest after mating, leading otherwise fairly solitary lives, while the females remain to rule and protect the nest, along with a secondary class of servant Vinx of both male and female sexes. Frequently these servant Vinx are neutered so as not to disturb the eggs of the brood mother elites of the nest. These same brood mothers thus rule the nest both militarily and domestically.


Common Armaments – Vinxes are not commonly engineered with weaponry in mind. However, they are fully capable of wielding weapons in their two active hands. In addition, their four useless hands can be replaced with metal claws (see special equipment), thus allowing those arms to be used as weapons as well. The Keepers of Dreamland never intended for Vinxes to use their spare hands in this manner, but the Vinxes have made a number of such adjustments to their bodies since the time of the Keepers.


Lacking much in the way of technology and the ability to reproduce, when Vinx wield weaponry, they mostly favor Medieval weaponry of various kinds. While they are capable of wielding more advanced weaponry, such weapons typically rely on things such as ammunition, which the Vinxes have no way of resupplying. Which is why, for the most part, if a Vinx picks up an advanced weapon, they will only use it on a temporary basis, essentially until the ammunition runs out, and then they will discard it.


The acquisition of solar-based reloading ammunition would thus be of a great boon to them.


Tactics – Vinxes are more than capable of advanced tactics; however, most Vinxes have never encountered a situation where they could learn advanced tactics. Their mindset is, essentially, stuck in the Asian Medieval period that they were designed for. In that sense, they will move in various formations and utilize large-scale group movements – if numbers allow. They are very hierarchical, and follow the orders of their current leader to the letter. In combat outside the nest, it is mostly elderly brood mothers who lead the Vinx forces, while the younger, egg-laying brood mothers remain in the nest breeding. In combat within the nest, the defense of these young brood mothers is of utmost priority, and the entire rest of the nest will lay down their lives in order to protect them. Should they ever have any eggs to protect (or think that they do), these eggs are considered of secondary importance, since brood mothers can always breed more. And of tertiary importance is everyone else.




Blood Drain Reservoir (Ex) Vinxes have the ability to drain the blood of the creatures they bite. However, since they are mostly machine, they cannot actually process this blood. Instead, they have a blood reservoir, which must be periodically emptied. In order to do so, the Vinx must be hooked up to some sort of draining device. Their Dreamland dome had a number of such devices set into various walls, and many of those devices are still in working order, but in a pinch a tube and a container works, and in much the same way as siphoning gas.


Darkvision (Ex) The ability to see with no light source at all, out to a range of 120 ft. Colors cannot be discerned with darkvision; it is black and white vision only. It is also not heat-based vision. It does not allow creatures to see anything that they could not see otherwise — invisible things remain invisible. The presence of light does not spoil darkvision.


Exanguinate (Ex) Due to the aggressive nature of their mechanical fangs, Vinxes can drain the blood from a creature at twice the normal rate, or 2-4 points of temporary Constitution damage for every round they are successfully coiled around a target.


Fake Eggs (Ex) Perhaps the most unusual feature of the Vinxes is the fact that they lay eggs. Being a construction, and a mostly mechanical one at that, Vinxes are incapable of having offspring. They are incapable of gestation at all, lacking any of the required organs. Their brood mothers are programmed to produce eggs at the given time after intercourse, and these eggs are made of plastic. And yet, plastic though they might be, the Vinxes will care for them and protect them as if they are real, believing them to be real. Of course these eggs never hatch, and eventually simply disintegrate at the programmed time.


The only way for new Vinxes to actually be made is, of course, for them to be manufactured. And with the Keepers gone, there is no one around to engineer new models. The Vinxes lack the technical capacity to do so, or even the mental capacity to realize there is a problem. Only that rare specimen that develops sentience has a chance of realizing the inevitable doom of the Vinxian species, and even the rare sentient having that realization has a problematic chance of that happening given the creature’s limited neural network.




Vinx Hand Claws

Type mechanical modifaction

Range self

Interference none

Description All Vinxes can have their four long-fingered hands replaced with a set of long-fingered alloy claw hands. These razor hands look very similar to their regular hands, except the fingers are all replaced with long blades. This modification allows the Vinx to wield these hands as weapons, but also makes it impossible for these hands to be utilized in even minor tasks outside of combat.


The claws are a 1d4 cutting weapon, and a Vinx can wield all four in one round as a full attack action as a full natural attack.




Abilities Str +6, Dex +2, Con NA, Int -2, Wis -2, Chr -2

Speed 40 ft.

Natural Weapons 2x punch (1d4) or tale whip (1d4 + grab + blood drain)

Racial Modifiers none

Special Abilities darkvision, natural AC +3

Senses darkvision 120 ft. blood drain reservoir, fake eggs, immune to trip

Resistances none

Immunities death effects, disease, charms, compulsions, phantasms, patterns, morale effects, paralysis, poison, sleep, stun, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, death from massive damage

DR 5/magnetic

Vulnerabilities magnetic, electricity


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