Monster: Nerve Swimmers
Yet another aberration that was created by experimenting on immature illithid tadpoles. They can parasitically possess people and are quite cruel in general.
Nerve Swimmers [Dragon Magazine #337, page 31]
170 points
Attribute Modifiers: ST-9 [-90]; DX+4 (No Fine
Manipulators, -40%) [48].
Secondary
Characteristic Modifiers: HP+7 [14]; Basic Move-3 [-15].
Advantages: 360° Vision (Panoptic I, +20%) [30]; Clinging [20]; Empathy [15]; Extended Lifespan 3 [6]; Infravision [10]; Injury Tolerance (No Eyes) [5]; Metabolism Control 6 (Hibernation, -60%) [12]; Telesend (Magical, -10%; Universal, +50%) [42].
Swarm:
Injury Tolerance (Diffuse; Body of Swarm, Gnat-Sized, +40%) [140].
Flesh Burrow: Piercing Attack 1 (Area
Effect, 1 yard, +25%; Contact Agent, +150%; Cosmic, No die roll required, No
active defense allowed, +400%; Melee Attack, C, No Parry, -35%) [13].
Domination: Possession (Can possess SM-2 and bigger
creatures, +20%; Parasitic, -60%) [60].
Disadvantages: Callous [-5]; Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Sadism (12) [-15]; Social Stigma (Monster) [-15]..
Features: Early Maturation 3; No Legs (Slithers).
Creature Type: Aberration.
Typical Stats
ST:
|
1
|
HP:
|
8
|
Speed:
|
6
|
DX:
|
14
|
Will:
|
10
|
Move:
|
3
|
IQ:
|
10
|
Per:
|
10
|
||
HT:
|
10
|
FP:
|
10
|
SM:
|
+0
|
Dodge:
|
9
|
Parry:
|
N/A
|
DR:
|
-
|
Flesh Burrow:
1 point of piercing damage. The swarm must “step” into close combat with the
target and attack. The target can retreat or dodge and drop (p. B377) to move
at least one yard away; if not, he automatically
takes 1 point of damage unless wearing sealed armor. Subjects with natural DR
(but not with the Tough Skin limitation) are safe only if they keep their eyes
and mouth shut and plug their nose, ears, etc.
Swarm: A nerve
swimmer swarm consists of about a thousand of nerve swimmers. This makes it
immune to crippling injuries and reduces the damage it suffers from most
physical blows; see Injury to Unliving,
Homogenous, and Diffuse Targets (p. B380). The swarm cannot be slammed or
grappled. Diffuse includes all the benefits of No Blood, No Brain, and No
Vitals. The swarm is dispersed by injury equal to its HP. A dispersed swarm is
effectively “unconscious” and unable to act in concert. A determined foe might
contain and continue to damage the dispersed bodies, though. Should the swarm
reach -HP, enough of the bodies have been killed to destroy the swarm. The
swarm can seep under doors, or through screens, ventilation grates, clothing (2
seconds), chinks in armor (5 seconds).
Domination: The
nerve swimmer swarm can parasitically possess an SM-2 or larger creature by
entering its body and controlling all its actions, as if using the Possession
(p. B75) advantage with the Parasitic enhancement.
Traits:
360° Vision (Panoptic I); Callous; Clinging; Early Maturation 3; Empathy; Extended Lifespan 3; Horizontal; Infravision; Injury Tolerance (No Eyes); Invertebrate; Metabolism Control 6 (Hibernation); Mute; No Legs (Slithers); No Manipulators; Sadism (12); Social Stigma (Monster); Telesend (Magical; Universal).
Skills: Detect Lies-13; Intimidation-13.
Creature Type: Aberration.
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