Sunday 5 January 2020

Monster: Nerve Swimmers

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.

No comments:

Post a Comment