Monsters: Illithid Symbionts
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]:
Acid
Ball 1 [7];
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):
Acid
Ball 1 (13);
Detect Magic (12) – see GURPS Thaumatology: Sorcery, page 19;
Magic Missile (13).
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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