Against the Cult of the Commodity

Attribute Requirements: Dex 11

Alignment: Neutral

Weapons: Stinger

Armor: none (see Glitter Absorption)

Communication: Fin Dance

Movement: Free Swim 20m (60ft)

Stingrays glide around the dunes outside the reef. Traditionally they spend their lives as hunters, hiding in the sand and waiting for prey. Younger generations of stingrays have discovered work as killers without conscience. They adore being rewarded with gifts and trinkets but require other creatures to help them load the loot onto their backs.

XP HD Atk+ Poison Sting D/W/P/B/S
0 1 +1 1d6 13/14/13/16/15
1800 1+1 +1 1d6 13/14/13/16/15
3800 2 +2 1d6 13/14/13/16/15
7600 2+1 +2 1d6+1 11/12/11/14/12
15000 3 +3 1d6+1 11/12/11/14/12
30000 3+1 +3 2d6 11/12/11/14/12
50000 4 +4 2d6 10/11/10/13/12
70000 4+1 +5 2d6 9/10/9/12/9
200000 5 +6 2d6+1 9/10/9/12/9
300000 5+1 +6 3d6 8/9/8/11/9
400000 6 +7 3d6 8/9/8/11/9
500000 6+1 +7 3d6 7/8/7/10/6

Hide in Sand

A sting ray hiding motionless underneath a layer of sand is only detected on a 1-in-6 chance.

Poison Sting

Sting rays are known and feared for their poisoned sting. Creatures struck by the stinger must Save vs. Death or take the Poison Sting damage indicated on the table in addition to the normal damage (1d6). A stingray attacking an unaware foe gets +4 to the hit.

Being venomous creatures they are not welcome among most creatures. Parties with stingrays take -4 to reaction rolls.

Glitter Absorption

Stingrays adore glittering things. When encountering a nanite cache (that contains a power) they can absorb it. They do not gain a power but the nanites harden their denticle skin lowering their AC permanently by 1.

Fin Taxi

Sting rays can carry creatures or objects on their back, if the passengers trust them not to sting. Their capacity is a number of items or HD worth of creatures equal to their level.


Blue_spotted_stingray