Thursday, 19 March 2020

Monsters: Illithid Symbionts

Monsters: Illithid Symbionts

Now let's convert a bunch of illithid symbionts from Dragon Magazine #308.

Strongarm Carapace [Dragon Magazine #308, page 56]

-295 points
Attribute Modifiers: ST-8 [-80]; DX-9 [-180]; IQ-3 [-60]; HT+1 [10].
Secondary Characteristic Modifiers: SM-3; HP+2 [4]; Basic Move-2 [-10].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62].
Blindsight [21]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Symbiotic Enhancement: Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Strongarm Carapace, +360%; Aura, +80%; Contact Agent, -30%; Cosmic, Protection affects the symbiont as well, +50%; Disadvantage, Dependency (Being without a symbiont; Very Common; Monthly), +5%; Extended Duration, Permanent, +150%; Magical, -10%; Melee Attack, Reach C, -30%; Nuisance Effect, Damage on attachment, -10%; Onset, 1d/2 hours, -20%; Selective Effect, +20%; Takes Extra Time 3, -30%; Terminal Condition, Detachment, -10%) [68]. Note: “Strongarm Carapace” is DR 4 [20] + Lifting ST+2 [6] + Striking ST+2 [10]. (KYOS: DR 4 [20] + Lifting ST+2 [14] + Striking ST+2 [2]).
Disadvantages: Blindness [-50]; Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].
Features: No Legs (Slithers).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Typical Stats
ST:
2
HP:
4
Speed:
3
DX:
1
Will:
7
Move:
1
IQ:
7
Per:
7


HT:
11
FP:
11
SM:
-3
Dodge:
6
Parry:
N/A
DR:
-
Blindsight: A symbiont’s entire body is a primitive sensory organ that can ascertain creatures and objects by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 12). Its smell operates both in air and underwater. In addition, the symbiont can detect vibrations in the air. It can locate creatures and objects in the dark, but cannot detect details. To use Vibration Sense, the symbiont must make a Sense roll (7). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the symbiont to move to it.
Symbiotic Enhancement: Carapace symbionts are specially bred by illithids to serve as personal armor. Each forms a symbiotic attachment to its host. Carapace symbionts have a dormant state and an active state. When not attached to a host, a strongram carapace symbiont exists in its dormant state, resembling an irregular piece of iron ore. While in this state it exhibits no signs of life, although Mind Reading reveals a sentient mind. The creature readily identifies its specific nature and abilities to any telepathic creature that interrogates it. A dormant carapace symbiont is happy to instruct a potential host telepathically on how to join with it, although it does not mention the drawbacks to that association unless specifically asked. A carapace symbiont can exist indefinitely in its dormant state.
When held against the skin for 8 seconds, a carapace symbiont begins to spread over the host’s body, burrowing into the flesh to anchor itself at critical points. The process takes 1d/2 hours to complete and is intensely painful, dealing 1d injury to the host at the beginning. The host can stop the attachment process at any time before it is complete by merely pulling away the symbiont. Stopping it after it has begun deals an additional 1d injury, as the creature’s burrowing tendrils are ripped from the host’s flesh. As soon as the attachment is complete, the carapace symbiont is in active form. It covers the host’s entire body, except for sensory organs and areas that the host has asked it telepathically to leave clear. In active form, the strongarm carapace symbiont covers the host’s body in gray, lumpy material with the sheen of steel. A host may wear one carapace symbiont at any time.
At any time the host can mentally command the symiont to detach itself. The symbiont then detaches its tendrils, dealing 1d injury to the host, and then reverts to its dormant form. This takes 8 seconds.
A carapace symbiont has no way to attach itself to an unwilling host unless that host is helpless.
A carapace symbiont survives by consuming its host’s personal essence. After a month of hosting a symbiont, the host takes loses 1 HP, and then loses 1 HP per day until he detaches the symbiont. He must refrain from attaching any symbionts for six hours before this time period resets.
The strongarm carapace in its active form provides its host DR 4 and a +2 bonus to Lifting and Striking ST. While in active form, the symbiont can be attacked by others, but it is protected by DR 4 as well. The ability to impart these qualities is magical, but the qualities themselves are not.

                Traits: Blindness; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Horizontal; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators; Social Stigma (Valuable Property); Wealth (Dead Broke).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Fastbreak Carapace [Dragon Magazine #308, page 56]

-261 points
Attribute Modifiers: ST-8 [-80]; DX-9 [-180]; IQ-3 [-60]; HT+1 [10].
Secondary Characteristic Modifiers: SM-3; HP+2 [4]; Basic Move-2 [-10].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62].
Blindsight [21]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Symbiotic Enhancement: Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Fastbreak Carapace, +600%; Aura, +80%; Contact Agent, -30%; Cosmic, Protection affects the symbiont as well, +50%; Disadvantage, Dependency (Being without a symbiont; Very Common; Monthly), +5%; Extended Duration, Permanent, +150%; Magical, -10%; Melee Attack, Reach C, -30%; Nuisance Effect, Damage on attachment, -10%; Onset, 1d/2 hours, -20%; Selective Effect, +20%; Takes Extra Time 3, -30%; Terminal Condition, Detachment, -10%) [92]. Note: “Fastbreak Carapace” is DR 4 [20] + DX+2 [40].
Disadvantages: Blindness [-50]; Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].
Features: No Legs (Slithers).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Typical Stats
ST:
2
HP:
4
Speed:
3
DX:
1
Will:
7
Move:
1
IQ:
7
Per:
7


HT:
11
FP:
11
SM:
-3
Dodge:
6
Parry:
N/A
DR:
-
Blindsight: A symbiont’s entire body is a primitive sensory organ that can ascertain creatures and objects by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 12). Its smell operates both in air and underwater. In addition, the symbiont can detect vibrations in the air. It can locate creatures and objects in the dark, but cannot detect details. To use Vibration Sense, the symbiont must make a Sense roll (7). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the symbiont to move to it.
Symbiotic Enhancement: Carapace symbionts are specially bred by illithids to serve as personal armor. Each forms a symbiotic attachment to its host. Carapace symbionts have a dormant state and an active state. When not attached to a host, a fastbreak carapace symbiont exists in its dormant state, resembling a clump of dirt shot through with bits of quicksilver. While in this state it exhibits no signs of life, although Mind Reading reveals a sentient mind. The creature readily identifies its specific nature and abilities to any telepathic creature that interrogates it. A dormant carapace symbiont is happy to instruct a potential host telepathically on how to join with it, although it does not mention the drawbacks to that association unless specifically asked. A carapace symbiont can exist indefinitely in its dormant state.
When held against the skin for 8 seconds, a carapace symbiont begins to spread over the host’s body, burrowing into the flesh to anchor itself at critical points. The process takes 1d/2 hours to complete and is intensely painful, dealing 1d injury to the host at the beginning. The host can stop the attachment process at any time before it is complete by merely pulling away the symbiont. Stopping it after it has begun deals an additional 1d injury, as the creature’s burrowing tendrils are ripped from the host’s flesh. As soon as the attachment is complete, the carapace symbiont is in active form. It covers the host’s entire body, except for sensory organs and areas that the host has asked it telepathically to leave clear. In active form, the fastbreak carapace symbiont covers the host’s body in black, lumpy material with silvery streaks that seem to flow like mercury. A host may wear one carapace symbiont at any time.
At any time the host can mentally command the symiont to detach itself. The symbiont then detaches its tendrils, dealing 1d injury to the host, and then reverts to its dormant form. This takes 8 seconds.
A carapace symbiont has no way to attach itself to an unwilling host unless that host is helpless.
A carapace symbiont survives by consuming its host’s personal essence. After a month of hosting a symbiont, the host takes loses 1 HP, and then loses 1 HP per day until he detaches the symbiont. He must refrain from attaching any symbionts for six hours before this time period resets.
The fastbreak carapace in its active form provides its host DR 4 and a +2 bonus to DX. While in active form, the symbiont can be attacked by others, but it is protected by DR 4 as well. The ability to impart these qualities is magical, but the qualities themselves are not.

                Traits: Blindness; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Horizontal; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators; Social Stigma (Valuable Property); Wealth (Dead Broke).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Hardy Carapace [Dragon Magazine #308, page 56]

-281 points
Attribute Modifiers: ST-8 [-80]; DX-9 [-180]; IQ-3 [-60]; HT+1 [10].
Secondary Characteristic Modifiers: SM-3; HP+2 [4]; Basic Move-2 [-10].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62].
Blindsight [21]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Symbiotic Enhancement: Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Hardy Carapace, +400%; Aura, +80%; Contact Agent, -30%; Cosmic, Protection affects the symbiont as well, +50%; Disadvantage, Dependency (Being without a symbiont; Very Common; Monthly), +5%; Extended Duration, Permanent, +150%; Magical, -10%; Melee Attack, Reach C, -30%; Nuisance Effect, Damage on attachment, -10%; Onset, 1d/2 hours, -20%; Selective Effect, +20%; Takes Extra Time 3, -30%; Terminal Condition, Detachment, -10%) [72]. Note: “Hardy Carapace” is DR 4 [20] + HT+2 [20].
Disadvantages: Blindness [-50]; Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].
Features: No Legs (Slithers).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Typical Stats
ST:
2
HP:
4
Speed:
3
DX:
1
Will:
7
Move:
1
IQ:
7
Per:
7


HT:
11
FP:
11
SM:
-3
Dodge:
6
Parry:
N/A
DR:
-
Blindsight: A symbiont’s entire body is a primitive sensory organ that can ascertain creatures and objects by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 12). Its smell operates both in air and underwater. In addition, the symbiont can detect vibrations in the air. It can locate creatures and objects in the dark, but cannot detect details. To use Vibration Sense, the symbiont must make a Sense roll (7). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the symbiont to move to it.
Symbiotic Enhancement: Carapace symbionts are specially bred by illithids to serve as personal armor. Each forms a symbiotic attachment to its host. Carapace symbionts have a dormant state and an active state. When not attached to a host, a hardy carapace symbiont exists in its dormant state, resembling an irregular piece of adamantine ore. While in this state it exhibits no signs of life, although Mind Reading reveals a sentient mind. The creature readily identifies its specific nature and abilities to any telepathic creature that interrogates it. A dormant carapace symbiont is happy to instruct a potential host telepathically on how to join with it, although it does not mention the drawbacks to that association unless specifically asked. A carapace symbiont can exist indefinitely in its dormant state.
When held against the skin for 8 seconds, a carapace symbiont begins to spread over the host’s body, burrowing into the flesh to anchor itself at critical points. The process takes 1d/2 hours to complete and is intensely painful, dealing 1d injury to the host at the beginning. The host can stop the attachment process at any time before it is complete by merely pulling away the symbiont. Stopping it after it has begun deals an additional 1d injury, as the creature’s burrowing tendrils are ripped from the host’s flesh. As soon as the attachment is complete, the carapace symbiont is in active form. It covers the host’s entire body, except for sensory organs and areas that the host has asked it telepathically to leave clear. In active form, the hardy carapace symbiont covers the host’s body in dark blue, lumpy material with the sheen of metal. A host may wear one carapace symbiont at any time.
At any time the host can mentally command the symiont to detach itself. The symbiont then detaches its tendrils, dealing 1d injury to the host, and then reverts to its dormant form. This takes 8 seconds.
A carapace symbiont has no way to attach itself to an unwilling host unless that host is helpless.
A carapace symbiont survives by consuming its host’s personal essence. After a month of hosting a symbiont, the host takes loses 1 HP, and then loses 1 HP per day until he detaches the symbiont. He must refrain from attaching any symbionts for six hours before this time period resets.
The hardy carapace in its active form provides its host DR 4 and a +2 bonus to HT. While in active form, the symbiont can be attacked by others, but it is protected by DR 4 as well. The ability to impart these qualities is magical, but the qualities themselves are not.

                Traits: Blindness; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Horizontal; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators; Social Stigma (Valuable Property); Wealth (Dead Broke).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Slippery Carapace [Dragon Magazine #308, page 56]

-293 points
Attribute Modifiers: ST-8 [-80]; DX-9 [-180]; IQ-3 [-60]; HT+1 [10].
Secondary Characteristic Modifiers: SM-3; HP+2 [4]; Basic Move-2 [-10].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62].
Blindsight [21]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Symbiotic Enhancement: Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Slippery Carapace, +280%; Aura, +80%; Contact Agent, -30%; Cosmic, Protection affects the symbiont as well, +50%; Disadvantage, Dependency (Being without a symbiont; Very Common; Monthly), +5%; Extended Duration, Permanent, +150%; Magical, -10%; Melee Attack, Reach C, -30%; Nuisance Effect, Damage on attachment, -10%; Onset, 1d/2 hours, -20%; Selective Effect, +20%; Takes Extra Time 3, -30%; Terminal Condition, Detachment, -10%) [60]. Note: “Slippery Carapace” is DR 4 [20] + Slippery 4 [8].
Disadvantages: Blindness [-50]; Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].
Features: No Legs (Slithers).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Typical Stats
ST:
2
HP:
4
Speed:
3
DX:
1
Will:
7
Move:
1
IQ:
7
Per:
7


HT:
11
FP:
11
SM:
-3
Dodge:
6
Parry:
N/A
DR:
-
Blindsight: A symbiont’s entire body is a primitive sensory organ that can ascertain creatures and objects by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 12). Its smell operates both in air and underwater. In addition, the symbiont can detect vibrations in the air. It can locate creatures and objects in the dark, but cannot detect details. To use Vibration Sense, the symbiont must make a Sense roll (7). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the symbiont to move to it.
Symbiotic Enhancement: Carapace symbionts are specially bred by illithids to serve as personal armor. Each forms a symbiotic attachment to its host. Carapace symbionts have a dormant state and an active state. When not attached to a host, a slippery carapace symbiont exists in its dormant state, resembling a lump of dark-colored clay. While in this state it exhibits no signs of life, although Mind Reading reveals a sentient mind. The creature readily identifies its specific nature and abilities to any telepathic creature that interrogates it. A dormant carapace symbiont is happy to instruct a potential host telepathically on how to join with it, although it does not mention the drawbacks to that association unless specifically asked. A carapace symbiont can exist indefinitely in its dormant state.
When held against the skin for 8 seconds, a carapace symbiont begins to spread over the host’s body, burrowing into the flesh to anchor itself at critical points. The process takes 1d/2 hours to complete and is intensely painful, dealing 1d injury to the host at the beginning. The host can stop the attachment process at any time before it is complete by merely pulling away the symbiont. Stopping it after it has begun deals an additional 1d injury, as the creature’s burrowing tendrils are ripped from the host’s flesh. As soon as the attachment is complete, the carapace symbiont is in active form. It covers the host’s entire body, except for sensory organs and areas that the host has asked it telepathically to leave clear. In active form, the slippery carapace symbiont covers the host’s body in dark purple, lumpy material that glisterns with an oily coating. A host may wear one carapace symbiont at any time.
At any time the host can mentally command the symiont to detach itself. The symbiont then detaches its tendrils, dealing 1d injury to the host, and then reverts to its dormant form. This takes 8 seconds.
A carapace symbiont has no way to attach itself to an unwilling host unless that host is helpless.
A carapace symbiont survives by consuming its host’s personal essence. After a month of hosting a symbiont, the host takes loses 1 HP, and then loses 1 HP per day until he detaches the symbiont. He must refrain from attaching any symbionts for six hours before this time period resets.
The slippery carapace in its active form provides its host DR 4 and Slippery 4 (p. B85). While in active form, the symbiont can be attacked by others, but it is protected by DR 4 as well. The ability to impart these qualities is magical, but the qualities themselves are not.

                Traits: Blindness; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Horizontal; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators; Social Stigma (Valuable Property); Wealth (Dead Broke).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Silent Carapace [Dragon Magazine #308, page 57]

-286 points
Attribute Modifiers: ST-8 [-80]; DX-9 [-180]; IQ-3 [-60]; HT+1 [10].
Secondary Characteristic Modifiers: SM-3; HP+2 [4]; Basic Move-2 [-10].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62].
Blindsight [21]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Symbiotic Enhancement: Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Silent Carapace, +350%; Aura, +80%; Contact Agent, -30%; Cosmic, Protection affects the symbiont as well, +50%; Disadvantage, Dependency (Being without a symbiont; Very Common; Monthly), +5%; Extended Duration, Permanent, +150%; Magical, -10%; Melee Attack, Reach C, -30%; Nuisance Effect, Damage on attachment, -10%; Onset, 1d/2 hours, -20%; Selective Effect, +20%; Takes Extra Time 3, -30%; Terminal Condition, Detachment, -10%) [67]. Note: “Silent Carapace” is DR 4 [20] + Silence 3 [15].
Disadvantages: Blindness [-50]; Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].
Features: No Legs (Slithers).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Typical Stats
ST:
2
HP:
4
Speed:
3
DX:
1
Will:
7
Move:
1
IQ:
7
Per:
7


HT:
11
FP:
11
SM:
-3
Dodge:
6
Parry:
N/A
DR:
-
Blindsight: A symbiont’s entire body is a primitive sensory organ that can ascertain creatures and objects by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 12). Its smell operates both in air and underwater. In addition, the symbiont can detect vibrations in the air. It can locate creatures and objects in the dark, but cannot detect details. To use Vibration Sense, the symbiont must make a Sense roll (7). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the symbiont to move to it.
Symbiotic Enhancement: Carapace symbionts are specially bred by illithids to serve as personal armor. Each forms a symbiotic attachment to its host. Carapace symbionts have a dormant state and an active state. When not attached to a host, a silent carapace symbiont exists in its dormant state, resembling a lump of sod. While in this state it exhibits no signs of life, although Mind Reading reveals a sentient mind. The creature readily identifies its specific nature and abilities to any telepathic creature that interrogates it. A dormant carapace symbiont is happy to instruct a potential host telepathically on how to join with it, although it does not mention the drawbacks to that association unless specifically asked. A carapace symbiont can exist indefinitely in its dormant state.
When held against the skin for 8 seconds, a carapace symbiont begins to spread over the host’s body, burrowing into the flesh to anchor itself at critical points. The process takes 1d/2 hours to complete and is intensely painful, dealing 1d injury to the host at the beginning. The host can stop the attachment process at any time before it is complete by merely pulling away the symbiont. Stopping it after it has begun deals an additional 1d injury, as the creature’s burrowing tendrils are ripped from the host’s flesh. As soon as the attachment is complete, the carapace symbiont is in active form. It covers the host’s entire body, except for sensory organs and areas that the host has asked it telepathically to leave clear. In active form, the silent carapace symbiont covers the host’s body in black, fluffy material that appears soft and yielding. A host may wear one carapace symbiont at any time.
At any time the host can mentally command the symiont to detach itself. The symbiont then detaches its tendrils, dealing 1d injury to the host, and then reverts to its dormant form. This takes 8 seconds.
A carapace symbiont has no way to attach itself to an unwilling host unless that host is helpless.
A carapace symbiont survives by consuming its host’s personal essence. After a month of hosting a symbiont, the host takes loses 1 HP, and then loses 1 HP per day until he detaches the symbiont. He must refrain from attaching any symbionts for six hours before this time period resets.
The silent carapace in its active form provides its host DR 4 and Silence 3 (p. B85). While in active form, the symbiont can be attacked by others, but it is protected by DR 4 as well. The ability to impart these qualities is magical, but the qualities themselves are not.

                Traits: Blindness; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Horizontal; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators; Social Stigma (Valuable Property); Wealth (Dead Broke).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Backwatcher Carapace [Dragon Magazine #308, page 58]

-276 points
Attribute Modifiers: ST-8 [-80]; DX-9 [-180]; IQ-3 [-60]; HT+1 [10].
Secondary Characteristic Modifiers: SM-3; HP+2 [4]; Basic Move-2 [-10].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62].
Blindsight [21]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Symbiotic Enhancement: Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Backwatcher Carapace, +450%; Aura, +80%; Contact Agent, -30%; Cosmic, Protection affects the symbiont as well, +50%; Disadvantage, Dependency (Being without a symbiont; Very Common; Monthly), +5%; Extended Duration, Permanent, +150%; Magical, -10%; Melee Attack, Reach C, -30%; Nuisance Effect, Damage on attachment, -10%; Onset, 1d/2 hours, -20%; Selective Effect, +20%; Takes Extra Time 3, -30%; Terminal Condition, Detachment, -10%) [77]. Note: “Backwatcher Carapace” is DR 4 [20] + 360° Vision [25].
Disadvantages: Blindness [-50]; Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].
Features: No Legs (Slithers).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Typical Stats
ST:
2
HP:
4
Speed:
3
DX:
1
Will:
7
Move:
1
IQ:
7
Per:
7


HT:
11
FP:
11
SM:
-3
Dodge:
6
Parry:
N/A
DR:
-
Blindsight: A symbiont’s entire body is a primitive sensory organ that can ascertain creatures and objects by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 12). Its smell operates both in air and underwater. In addition, the symbiont can detect vibrations in the air. It can locate creatures and objects in the dark, but cannot detect details. To use Vibration Sense, the symbiont must make a Sense roll (7). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the symbiont to move to it.
Symbiotic Enhancement: Carapace symbionts are specially bred by illithids to serve as personal armor. Each forms a symbiotic attachment to its host. Carapace symbionts have a dormant state and an active state. When not attached to a host, a backwatcher carapace symbiont exists in its dormant state, resembling a lump of sod speckled with tiny shimmering stones. While in this state it exhibits no signs of life, although Mind Reading reveals a sentient mind. The creature readily identifies its specific nature and abilities to any telepathic creature that interrogates it. A dormant carapace symbiont is happy to instruct a potential host telepathically on how to join with it, although it does not mention the drawbacks to that association unless specifically asked. A carapace symbiont can exist indefinitely in its dormant state.
When held against the skin for 8 seconds, a carapace symbiont begins to spread over the host’s body, burrowing into the flesh to anchor itself at critical points. The process takes 1d/2 hours to complete and is intensely painful, dealing 1d injury to the host at the beginning. The host can stop the attachment process at any time before it is complete by merely pulling away the symbiont. Stopping it after it has begun deals an additional 1d injury, as the creature’s burrowing tendrils are ripped from the host’s flesh. As soon as the attachment is complete, the carapace symbiont is in active form. It covers the host’s entire body, except for sensory organs and areas that the host has asked it telepathically to leave clear. In active form, the backwatcher carapace symbiont covers the host’s body in lumpy, purple material sprinkled liberally with tiny gemlike eyes. A host may wear one carapace symbiont at any time.
At any time the host can mentally command the symiont to detach itself. The symbiont then detaches its tendrils, dealing 1d injury to the host, and then reverts to its dormant form. This takes 8 seconds.
A carapace symbiont has no way to attach itself to an unwilling host unless that host is helpless.
A carapace symbiont survives by consuming its host’s personal essence. After a month of hosting a symbiont, the host takes loses 1 HP, and then loses 1 HP per day until he detaches the symbiont. He must refrain from attaching any symbionts for six hours before this time period resets.
The backwatcher carapace in its active form provides its host DR 4 and 360° Vision (p. B34). While in active form, the symbiont can be attacked by others, but it is protected by DR 4 as well. The ability to impart these qualities is magical, but the qualities themselves are not.

                Traits: Blindness; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Horizontal; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators; Social Stigma (Valuable Property); Wealth (Dead Broke).
Notes: Weight 5 lbs.
Creature Type: Aberration.
  
Mnemonicus [Dragon Magazine #308, page 58]

77 points
Attribute Modifiers: ST-8 [-80]; DX+2 [40]; IQ+2 [40].
Secondary Characteristic Modifiers: SM-4; Basic Move -4 [-20].
Advantages: Extra Arms 2 (Extra-Flexible, +50%; Foot Manipulators, -30%) [24]; Extra-Flexible Foot Manipulators 2 [4]; Extra Legs (Four Legs; Cannot Kick, 50%) [3]; Good Grip 2 [10]; Injury Tolerance (No Neck) [5].
Blindsight [21]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
                Brain Sap: Leech 1 (Psychic Vampirism, -10%; Steal IQ, +300%) [98].
                Magical Reserves: ER 10 (Magic; Accessibility, Only when attached and the host has lost at least 1 IQ to brain sap, -30%; Affects Others 1, +50%) [36].
Spell-Like Abilities (Alternative Abilities) [11]:
            Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
Magic Missile [6/5=2].
Disadvantages: Blindness [-50]; Horizontal [-10]; Invertebrate [-20]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].
Creature Type: Aberration.

Typical Stats
ST:
2
HP:
2
Speed:
5.5
DX:
12
Will:
12
Move:
1
IQ:
12
Per:
12


HT:
10
FP:
10
SM:
-4
Dodge:
8
Parry:
9 (unarmed)
DR:
0
Tentacle Grapple (19): The tentacles are not very strong, but the mnemonicus has four of them. Wrestling at DX+1 gives the mnemonicus a ST score of 3 for the purpose of grappling. The mnemonicus has Constriction Attack. Effective skill 19 includes a +6 bonus for using 4 tentacles at once. Reach C. The tentacles give +4 with tasks that require a firm grip (including climbing).
Blindsight: A symbiont’s entire body is a primitive sensory organ that can ascertain creatures and objects by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 12). Its smell operates both in air and underwater. In addition, the symbiont can detect vibrations in the air. It can locate creatures and objects in the dark, but cannot detect details. To use Vibration Sense, the symbiont must make a Sense roll (7). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the symbiont to move to it.
Brain Sap: The mnemonicus can drain IQ from victims grappled by the tentacles. The victim loses 1 IQ per second (this does lower Will and Per), and the mnemonicus heals 1 HP per every 3 points of IQ stolen. The victims regain lost IQ at the rate they recover FP.
Magical Reserves: If the mnemonicus is grappling the host’s head and the host is missing at least 1 point of IQ from the brain sap ability, then the mnemonicus may grant the host access to its ER 10 that can only be used to power spells and magical abilities.
Spell-Like Abilities (Alternative Abilities):
            Detect Magic (12) – see GURPS Thaumatology: Sorcery, page 19;

                Traits: Blindness; Constriction Attack; Extra Arms 2 (Extra-Flexible; Foot Manipulators); Extra-Flexible Foot Manipulators 2; Horizontal; Extra Legs (Eight Legs; Cannot Kick); Good Grip 2; Injury Tolerance (No Neck); Invertebrate; Social Stigma (Valuable Property); Wealth (Dead Broke).
Skills: Innate Attack (Projectile)-13; Stealth-13; Wrestling-13.
Creature Type: Aberration.
  
Wriggler [Dragon Magazine #308, page 60]

-271 points
Attribute Modifiers: ST-8 [-80]; DX-9 [-180]; IQ-4 [-80]; HT+1 [10].
Secondary Characteristic Modifiers: SM-4; HP+2 [4]; Basic Move-2 [-10].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Double-Jointed [15]; High Pain Threshold [10]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62].
Blindsight [21]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Symbiotic Enhancement: Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Wriggler, +200%; Aura, +80%; Contact Agent, -30%; Cosmic, Protection affects the symbiont as well, +50%; Disadvantage, Dependency (Being without a symbiont; Very Common; Monthly), +5%; Extended Duration, Permanent, +150%; Magical, -10%; Melee Attack, Reach C, -30%; Nuisance Effect, Damage on attachment, -10%; Onset, 1 hour, -20%; Selective Effect, +20%; Takes Extra Time 3, -30%; Terminal Condition, Detachment, -10%) [52]. Note: “Wriggler” is Extra Arms 4 (Extra-Flexible, +50%; Short, -50%; Weak, 1/4 ST, -50%) [20].
Disadvantages: Blindness [-50]; Horizontal [-10]; No Manipulators [-50]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].
Features: No Legs (Slithers).
Notes: Weight 5 lbs.
Creature Type: Aberration.

Typical Stats
ST:
2
HP:
4
Speed:
3
DX:
1
Will:
6
Move:
1
IQ:
6
Per:
6


HT:
11
FP:
11
SM:
-3
Dodge:
6
Parry:
N/A
DR:
-
Blindsight: A symbiont’s entire body is a primitive sensory organ that can ascertain creatures and objects by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 11). Its smell operates both in air and underwater. In addition, the symbiont can detect vibrations in the air. It can locate creatures and objects in the dark, but cannot detect details. To use Vibration Sense, the symbiont must make a Sense roll (6). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the symbiont to move to it.
Symbiotic Enhancement: Mind flayers breed these revolting creatures to enhance their own ability to extract brains. Occasionally, they attach wrigglers to other creatures as well. Each forms a symbiotic attachment to its host. Wrigglers have a dormant state and an active state. When not attached to a host, a wriggler symbiont exists in its dormant state, resembling a slimy, purple, worm-like creature that looks like a mind flayer’s tentacle. While in this state it exhibits no signs of life, although Mind Reading reveals a sentient mind. The creature readily identifies its specific nature and abilities to any telepathic creature that interrogates it. A dormant wriggler is happy to instruct a potential host telepathically on how to join with it, although it does not mention the drawbacks to that association unless specifically asked. A wriggler can exist indefinitely in its dormant state.
When held against the face for 8 seconds, a wriggler burrows into the host’s face (dealing 1d injury) and takes up residence above its mouth (if it has one; otherwise, a central location on the head). It then extrudes four tentacles that resemble those of a mind flayer over a period of 1 hour. The host can stop the attachment process at any time before it is complete by merely pulling away the symbiont. Stopping it after it has begun deals an additional 1d injury, as the creature’s burrowing tendrils are ripped from the host’s flesh. As soon as the attachment is complete, the wriggler is in active form. A host may wear one wriggler at any time.
At any time the host can mentally command the wriggler to detach itself. The symbiont then detaches its tendrils, dealing 1d injury to the host, and then reverts to its dormant form. This takes 8 seconds.
A wriggler has no way to attach itself to an unwilling host unless that host is helpless.
A wriggler survives by consuming its host’s personal essence. After a month of hosting a symbiont, the host takes loses 1 HP, and then loses 1 HP per day until he detaches the symbiont. He must refrain from attaching any symbionts for six hours before this time period resets.
The wriggler in its active form provides its host four extra-flexible, short arms with ST equal to 1/4 of the body’s ST (p. 53). While in active form, the symbiont can be attacked just like the tentacles it produces.

                Traits: Blindness; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Double-Jointed; High Pain Threshold; Horizontal; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); No Legs (Slithers); No Manipulators; Social Stigma (Valuable Property); Wealth (Dead Broke).
Notes: Weight 5 lbs.
Creature Type: Aberration.

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