The Necrophim is a human or humanoid D-Bee that has merged with a monstrous creature called a Soul Snake.
In Palladium Rifts, the writeup is a bit confusing, as there are abilities the Necrophim has and then other abilities the Soul Snake has, although they run around as a single, combined threat.
I’ve dispensed with that idea and present it as a single creature for the sake of simplicity.
If the creature is destroyed (and I would present it as a Wild Card based on its rarity alone), the Soul Snake is supposed to be able to fight on, but I would just have it make a dramatic exit, vowing to return and then disappearing.
If you do a Google Image Search for “rifts Necrophim,” and see a drawing of a rotting human form with tentacles for arms and a skull head that has a snake winding around through it, that’s what it looks like in its natural form.
The Necrophim isn’t really all that threatening on its own, so I’d use it as a sort of mini-boss, a creature that’s allied itself with a demon or cult or a powerful necromancer, and steps up to give a little heft to the forces of evil.
The Necrophim
Attributes: Agility d8, Smarts d12, Spirit d12, Strength d12+3, Vigor d8
Skills: Climbing d10, Driving d6, Fighting d8, Intimidation d10, Knowledge (Arcana) d8, Notice d10, Persuasion d10, Psionics d12, Shooting d6, Spellcasting d12, Stealth d6, Streetwise d10, Survival d8
Cha: 6 (humanoid form); Pace: 12 (d10 Run Die); Parry: 6; Toughness: 16 (4)
Hindrances: Murderous, Desires to Cause Suffering and Misery
Edges: Ambidextrous, Alertness, Arcane Background (Magic), Arcane Background (Psionics), Brawler, Charismatic (humanoid form) Frenzy, Major Psionic, Master of Magic, Master Psionic, Quick, Two-Fisted, Very Attractive (humanoid form)
Powers (Magic): Armor, bolt, boost/lower Trait, deflection, dispel, drain Power Points, fear, puppet, slumber, speak language, zombie. PPE: 20
Powers (Psionic): Barrier, blind, bolt, clairvoyance, conceal arcana, confusion, damage field, darksight, disguise, dispel, divination, entangle, environmental protection, farsight, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, slow, smite, stun, telekinesis, telepathy, teleport. ISP: 30
Gear: TW Adventure Survival Armor (+4 Armor, +2 Vigor checks vs hostile environments), NG-33 Laser Pistol (Range 12/24/48, Damage 2d4+1, RoF 1, AP 1), 2 extra clips.
Special Abilities:
Tough: Necrophim have tough, MDC bodies, +6 Toughness.
Nightvision: Ignore penalties for dim and dark conditions.
Lust for Blood: The Necrophim feeds on blood and internal organs of D-Bees and humans, requiring feeding twice a week or so, but will feed every other day if given the chance. The creature can smell blood and discern what creature’s blood it is at a distance of up to a mile.
Limited Metamorph: The Necrophim can assume the shape of the being it was prior to its union with the Soul Snake, or of an attractive female member of its species (Human, D’Norr, Elf, whichever). It can maintain this appearance for 12 hours of every 24, but loses its tentacle abilities.
Impervious to Possession: The Soul Snake is in possession of this body already, no further possession or puppet power (or Mind Control) will affect it.
Tentacle Strike: The Necrophim has two tentacles in place of arms that have 3” range and two more growing out its back with a range of 2” and uses them in combat, doing Str+2d6 Mega Damage, taking advantage of the Two-Fisted and Frenzy Edges to inflict multiple attacks per round.
Size +1: The Necrophim averages around 7.5 feet tall when not metamorphed into another form.
Categories: Monsters