Koleos (Ko-lee-ohs)
The Koleos
The Koleos are a giant beetle species that have a symbiotic relationship with the plants they carry around on their backs. The Koleos help the plants propagate, and the plants provide the Koleos with a food source. The Koleos collect moisture from the fog that rolls over the wastes from the Plateau of Storms in the early hours since rainfall is so scarce in The Dust despite relative humidity. The Koleos that live near The Last Strands are quite diverse, whereas the Koleos that live in The Dust are far less. They are a hardy species that can survive on very little despite their massive size. Largely peaceful, the Koleos are very infrequently seen in any sort of violent capacity except when they have tournaments to secure the right to a mate. This does not mean that they will not carry weaponry, as they too are aware of the many dangers in Dunia. Some Koleos may appear like vibrant jewel beetles or ladybirds, some may resemble the mighty Hercules beetle, while others may look like the humble scarab beetle of Earth's deserts. Species FeaturesSubspecies
Ceros (Seh-rohs) - The Koleos subspecies that has massive horns on their heads with various shapes and sizes, the Ceros is a loyal defender of what little green is left on Dunia. They are a proud group, who suffer no insults to their honor, and engage in singular combat to defeat their foes with violent charges. They are mostly found in the Southwestern portion of Mudira-Karrah, close to the Paraktian coastal towns, mangrove regions and Plotochorios. Khepoori (Keh-poor-ree) - The Koleos subspecies that wanders the desert from place to place, trying to reverse the desertification of the planet. They are descendents of an ancient sun god who traveled from the Feywilds to Dunia. The Khepoori are the most prolific of the Koleos, having focused on reconstruction after the Karithat-Aldawi. They are well revered for their rebuilding of Ksar-Khartoba. Mak'a'teli (Mahk-ah-tell-ee) - The Koleos subspecies that can produce a burning stream of acid from pockets in the sides of their heads, which when combined, creates a highly caustic chemical reaction. They are reclusive and tend to wish to be left alone, and are found mostly in the 'Three Sisters' ecological region of the Vertebra. The Mak'a'teli cultivate upon terraced mountainside farms, and are the primary growers of the coffee plant on Mudira-Karrah. Zurotzi (Zu-roh-tzee) - The Koleos subspecies that are found near The Oases, they are colorful and have very pretty elytra (Outer shells). They work hard to keep the Oases clean and free of pollutants. Their hydroponics facilities are the lifeblood of Ardashir, Erimipoli, Ksar-Khartoba, and Raja-Puri. There are also high concentrations of Zurotzi near the foothills of the 'Three Sisters' region, on the South end of the Vertebra.Adaptations
Koleos, at large, have adapted to collect moisture from the atmosphere from channels on their exoskeletons. They use this moisture not only to hydrate themselves, but to also feed the plants they carry on their backs so they can get nutrients. Their shells are incredibly durable even when compared to most armor. When they molt, they are vulnerable and they have to be barren for a short period of time, where the molted Koleos is unable to carry its garden on its body. They will fashion tools and weapons out of their moltings by making a sort of epoxy adhesive out of mucus and binding multiple layers together, that once dried, is multiple times stronger than their own shells. Koleos are also very attuned to nature and are able to commune with the plants without the use of magic. Their diet is almost exclusively plants and edible fungi. If necessary, they will feed on other things, but it is generally frowned upon in their culture. When it is too hot out, the Koleos will burrow underneath the sands to get away from the heat, with their plants on their shells still exposed above the sand. They will rotate their watch as they always travel in groups to protect themselves from potential danger. Koleos offspring do not have a typical larval stage like most insects do, but instead have a nymph stage. Koleos nymphs are generally protected by the group and fed a mixture of fruits, grains, and plant foods high in protein to help build out their shells. Both males and females protect the offspring or 'younglings' as they are called in Koleos culture. The Koleos can also attune to the Aetherion crystals.Hollowing
A horrible affliction has spread through the Koleos populations, decimating their numbers after a particularly virulent strain of mind-controlling fungi propagated through their population like an epidemic. The Koleos are vulnerable to a species of fungi that targets them, altering their bodies and behavior. The fungi grow on the Koleos, resembling coral-like growths that glow with bioluminescent colors, and affect their minds and bodies. This fungus only really affects the Koleos. How the fungi came to infect the Koleos is very unfortunate, as the parasitic fungi may have made its way onto the very plants that give them life. Maybe an unwitting host picked up an infected plant which transferred the fungus to their bodies. The fungal infection turns the Koleos aggressive and alters their behavior. They become zombified and only come out at night due to the photosensitivity of the fungi. Their once-noble purpose of pollination is replaced by a relentless drive to infect more hosts, spreading the parasitic fungi further. In The Dust, the infected will burrow beneath the sand, and emerge at night, lighting up the landscape like a funeral procession of glowing infected. Voiceless, they trudge on towards whatever bright lights may appear to try and spread the fungi to other potential hosts. The Koleos that succumb to the fungal infection become husks, their bodies littered near cave systems as they had perished thanks to the relentless spread of the parasitic fungi in their bodies. This affliction is known as "Hollowing," as the fungi eat the host from the inside out, leaving only lifeless husks behind. This disease is preventable if the host quickly addresses it with antifungal treatments, but it also kills off whatever plants they might have on their bodies, becoming barren until their bodies' immune systems come back into balance, which can take months. All too many realize it too late as they are migrating long distance. Some address the threat of Hollowing with magic.Technology
Koleos often eschew the use of conventional firearms when possible, but will use other projectile weapons such as the guided Splintergun, which fires fragments of semi-sentient, homing Aetherion crystals at targets. These guided Aetherion crystals can pierce the targets and shatter inside when they react magically to other Aetherion crystals making contact, causing a chain reaction. The other use that the Koleos have for Aetherion crystals are shield lattices that emit a magical barrier which can deflect attacks or even reflect them back at the attacker. The Koleos are very careful when they extract the Aetherion crystals. They are capable of communing with the resonant magic stored in the crystals themselves, imbuing them with their thoughts and emotions. They use them to power their vehicles, though they revere the Aetherion Crystals more than the Drakaan do, who don't have the same mysticism surrounding the magically-formed and charged blue beryllium.Culture
The Koleos have a profound reverence for the plants that they harmonize with, bordering on religious. The larger the plants an individual carries, the more respect they command. Sometimes this leads to an individual becoming very sedentary or difficult to move. In some extreme cases, the amount of plants growing off of their bodies renders them mostly immobile. If a Koleos must rid themselves of their plants, they are temporarily barren. Being rendered 'barren' is a sign of infertility and somewhat of a mark of shame for those that have to undergo becoming barren for their own health, so treatment for some sicknesses can become stigmatized socially. Koleos cuisine involves quite a wide variety of flavors from the foods they collect and harvest. They incorporate lots of different spices in their foods as a means of preserving it once prepared. Koleos vegetable curry is a very popular dish served at the Oases. It is a great insult to the hospitality of the Koleos if food is refused. Individual Koleos from different regions cultivate different fruits, vegetables, herbs and spices, so their cooking from region to region depends on the water availability and native plant species. Some recipes might call for specific tribes' offerings to complete the flavor and texture that one expects, so some go to great lengths to obtain these items. "As we once were." is a common phrase referring to the land and plants reclaiming their bodies, that the Koleos will repeatedly utter at funerals after eulogies are given.Architecture
A lot of Koleos architecture is designed around creating a sense of community so they often build spherical sleeping quarters surrounding a shaded commons area where cooking is done at a central sort of gazebo. They use large textile sun shades as a means of circulating air in hot climates. Everything is purposefully designed to minimize the distance needed to get to various facilities and to maximize interactions with other members of a Koleos community. Their structures are primarily natural materials found in the environment and turned into insulated adobe or plastered housing. The Koleos will use Aetherion crystals or other similar light sources for illumination. Their gardens take up the lion's share of a permanent settlement's land area, as do irrigation systems. They occasionally use Drakaan moisture collection systems to help irrigate crops. Near the commons area, typically there is a bathhouse where they will take turns pouring water on one another's backs to help water the plants on their shells.Unique Vehicles
The Koleos use modified Aetherion-powered Walker Landships to traverse the wastes when carrying large amounts of cargo, but otherwise do not design vehicles of their own.Koleos-Designed Weaponry
Splintergun The Koleos splintergun is a repeater that launches semi-sentient homing Aetherion crystal shards that can supercombine and cause a chain reaction if enough Aetherion splinters hit. It is a weapon that only the Koleos are capable of using due to their established emotional connection to the crystals. Fracture Cannon The Koleos Fracture Cannon fires high velocity Aetherion crystals that have been altered to the point that they can bounce off of surfaces and burn flesh. The fracture cannon can also lob a cluster of Aetherion crystal fragments that act like a cluster grenade, sending rebounding fragments in all directions. Lattice Shield The Lattice Shield is a lightweight 1-handed gauntlet that can emit a magical field that covers a wide area and deflects projectiles back at the attacker. Deflecting with a lattice shield can be performed as a reaction as long as the shield has charges remaining. The Lattice Shield can provide temporary Full Cover in a 5x15 foot line for up to 1 minute but the wielder must remain stationary and not attack while this maneuver is being carried out. This can be done with the shield up to 5 times per day.Species Features
Age Koleos, being descendants of both feywilders and gods, reach adulthood at around the age of 25 and can live up to 1,000 years. Size Koleos range from 6' to 8' tall, bordering on half giant sizes. You are bulky. Your size is medium. Speed Your base walking speed is 30 feet, and you have a climbing speed matching your walking speed. Darkvision Your eyes are specially adapted to dark conditions, altering them to see in the dark without issue. you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Natural Armor Plating Koleos' shells are naturally hardened and able to substantially reduce damage. While unarmored, natural armor plating confers Grade 2 armor effects, eliminating damage dice from a physical attack that land on a 2 or lower. Natural Stability Koleos, being a creature that walks on four legs, cannot be knocked prone by Poise damage, nor can they be pushed by the Shove action. Limited Flight Koleos have limited flight time but can fly faster than they can walk. Outside of combat they have a flight duration of 2 hours. While in combat, they can fly at a speed of 40 feet per turn, for a duration of 4 rounds. If they were flying, they do not take fall damage once the duration is up and instead land safely. They can use this feature again after a short or long rest. While using this feature, they cannot gain height if wearing heavy or superheavy armor, but they can glide to safety. Winged Burst Koleos can use their wings to get a burst of speed in addition to their normal walking speed as part of their movement. They may add 30 feet to their normal move speed once in a turn, but will have to wait 2 additional turns before they can use this ability again. Koleos Bountiful Harvests Koleos can create a full meal of vegetables or mushrooms once per day during their daily preparations, harvested from the garden they carry on their back. They can also preserve the vegetables or mushrooms for consumption later. The food provided by the garden on their back can be of several varieties, up to the player's choice as to what varieties of plants they grow on the Koleos' back. The number of meals provided per day increases to two at 3rd level, and three at 5th level. Wisdom of the Ancients Koleos get a boost to Wisdom in PF2E. Hardy Constitution Koleos get a boost to Constitution in PF2E. Koleos get a free boost to a stat of their choosing in PF2E.Subspecies Features
Ceros Horned Charge After moving a minimum of 20 feet in a turn, a Ceros can add 1d4 Piercing to any melee attack. If the Ceros uses the Winged Burst ability and moves 40 or more feet, they can add 3d4 piercing damage to their melee attack. This attack ignores armor and cover. Khepoori Grapple Khepoori can perform a Grapple as part of a Melee Attack. While a medium or smaller target is grappled, you can throw them up to 5 + 5x Your Strength modifier in feet as a Bonus Action. Mak'a'teli Caustic Jet Mak'a'teli can clack their mandibles together and unleash a jet of a burning acidic compound from two pouches, one on either side of their head. On their own, the compounds are inert, but when they interact, they create a boiling stream of acid from the resulting chemical reaction. As an Action, you pressurize your chemical compounds, and unleash them as a jet of acid shoots forth from your head, corroding armor and igniting flammable objects in front of you. The jet deals Acid damage in a 20 by 5 ft. line in front of you. All targets caught in the area must make a Dexterity saving throw against a DC equal to 8 + Your Proficiency Bonus + Your Constitution Modifier. If a target fails their saves, their Armor Grade is reduced by 2 for 1 minute and they take 2d6 Acid damage. If the target succeeds on their save, they only take half damage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Additionally, the range of the jet improves to 25ft at 6th level, 30ft at 11th level, and 45ft at 16th level. After you use the Caustic Jet, you cannot use it again until you complete a Short or Long rest. Zurotzi Airblast Zurotzi can create a winged air gust, which creates a 30ft, 10ft wide line that each creature in its area of effect must succeed on a strength saving throw or be pushed back 10 feet. The Save DC is equal to 8 + Your Proficiency Bonus + Your Strength Bonus. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. This can be performed as an Action, a number of times equal to your Proficiency Bonus per Long Rest.Species-Specific Backgrounds
TBD Description Goes Here.Ability Score Increase: TBD
Equipment: TBD (Clothing, 2 items plus a materials pack)
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Vehicle Proficiencies: TBD (Choose 1 vehicle or an additional tool proficiency) TBD Description Goes Here.
Ability Score Increase: TBD
Equipment: TBD (Clothing, 2 items plus a materials pack)
Origin Feat: TBD
Skill Proficiencies: TBD (Choose 2)
Tool Proficiencies: TBD (Choose 1)
Vehicle Proficiencies: TBD (Choose 1 vehicle or an additional tool proficiency) Back to the top of the page

Aw, nice stuff~ Splinterguns sound hilarious.