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Mindmite
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<big>'''Mindmite'''</big><br> Fine Vermin (Extraplanar)<br> '''HD''' 3 (17 HP)<br> '''Speed''' 5 ft. (1 square); climb 5 ft.<br> '''Init:''' +6<br> '''AC''' 24; touch 24; flat-footed 18<br> :(+8 size, +6 Dex)<br> '''BAB''' +1; '''Grp''' -15<br> '''Attack''' Sting +23 (ability damage; see text)<br> '''Full-Attack''' Sting +23 (ability damage; see text)<br> '''Space''' 1/2 ft.; '''Reach''' 0 ft.<br> '''Special Attacks''' Subsume<br> '''Special Qualities''' SR 30, Darkvision 60', Sonic Immunity, Spell-Like Abilities, Vermin Traits<br> '''Saves''' Fort +3 Ref +1 Will +1<br> '''Abilities''' Str 4, Dex 22, Con 10, Int 10, Wis 6, Cha 18<br> '''Skills''' Hide +30, Move Silently +30*<br> '''Feats''' Weapon Finesse <sup>B</sup>, Stealthy<sup>1</sup>, Ability Focus (Subsume)<sup>3</sup><br> '''Environment''' Prime Material (Origin unknown)<br> '''Organization''' Solitary<br> '''Challenge Rating''' 10<br> '''Treasure''' As possessed<br> '''Alignment''' Neutral Evil<br> '''Advancement''' As vermin; 4-16 (Fine)<br> *Mindmites receive a +16 racial bonus to Move Silently checks. A mindmite appears as a twelve-legged scorpion with a vicious stinger. It is extraordinarily small, being approximately the size of a flea. A mindmite does not enter combat for any reason other than food. It is fully aware of its inability to survive in any sort of combat and prefers to attack its foes when they are sleeping or helpless. A mindmite attacks by crawling into its prey's ear and burrowing into their brain. It will not prey on foes that do not have brains or discernable anatomies for this regard. Once there, it will sting the brain. This deals no damage to the host creature, but releases a mild nerve toxin that deadens the area. It then begins to feed on the host. This deals 1d4-1 points of Intelligence damage, 1d4-1 points of Wisdom damage, and 1d4-1 points of Charisma damage once every twenty-four hours (roll seperately for each kind of damage). The mindmite drains this damage into itself, gaining equal amounts of Intelligence, Wisdom, or Charisma, according to the damage dealt. This damage cannot be healed or restored while the mindmite is still present in the host, and the mindmite retains the drained ability scores for as long as the host lives. If any of the host's mental scores are reduced to 0 by this damage, the host must immediately make a Fortitude save (DC = 10 + 1/2 the mindmite's hit dice + the mindmite's Charisma modifier; default 16) or perish. If the host fails this save, the mindmite impregnates the brain with 4d4+4 fertile eggs and seeks a new host. If the body is not burnt or otherwise discorporated, the eggs hatch in 3d4+2 days and devour the slain host before moving out into the world on their own. If the host succeeds on the save, however, the mindmite immediately makes a Subsume check as detailed below. '''Subsume (Su)''' Once per minute, a mindmite can attempt to subsume the body of a host with a mental ability score that has been reduced to zero or less. The mindmite initiates this action by stinging its host's brain. It automatically succeeds on this strike, and this causes the host to attempt a will save (DC = 10 + 1/2 the mindmite's hit dice + the mindmite's Charisma modifier + 1 for the mindmite's ability focus; default 17, but it does not count any drained Charisma). If successful, the mindmite has failed to subsume the host and can attempt it again in one minute. If successful, the creature is now the mindmite's puppet. The mindmite controls all movement and function of the subsumed creature, gains all knowledge and memories of the host creature, and gains all extraordinary and supernatural abilities of the host creature (but does not gain spell-like abilities). In addition, the mindmite replaces the host's mental statistics with its own, and substitutes its Intelligence score for the host creature's Strength, its Wisdom for Dexterity, and its Charisma for Constitution (unless the host creature's physical statistics are higher). The mindmite's special qualities (spell resistance, darkvision, et al) apply to the host creature as well. If the host body is slain, it remains alive, animate, and "healthy" until it is reduced to -30. Once reaching -30, the host body dies and the mindmite is slain due to trauma. However, the mindmite reflexively releases 4d4+4 eggs into the brain. If the body is not burnt or otherwise discorporated, the eggs hatch in 3d4+2 days and devour the slain host before moving out into the world on their own. '''Spell-Like Abilities (Sp)''' A mindmite has the following spell-like abilities, all cast at Caster Level 12 and usable once per day. ''animal trance, antipathy, awaken, dominate monster, dominate person, eagle's splendor, ethereal jaunt, hypnotic pattern, mage hand, modify memory, touch of fatigue, zone of silence'' [[category:Creatures]][[category:Vermin]]
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