The Vorpal Tribble
2006-07-26, 05:44 PM
Head Thirster
Medium Vermin (psionic)
Hit Dice: 7d8+28 (59 hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 10 ft. (sand only)
Armor Class: 17 (+1 dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +5/+11
Attack: Slam +7 melee (1d6+2)
Full Attack: Slam +7 melee (1d4+2) plus bite +2 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Brain drain, psi-like abilities
Special Qualities: Symbiont traits, tremorsense 60 ft., vermin traits, water sense
Saves: Fort +9, Ref +3, Will +3
Abilities: Str 14, Dex 12, Con 19, Int -, Wis 12, Cha 10
Skills: *Hide +12
Feats: Endurance(B)
Environment: Warm Desert
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 8-16 HD (Medium), 17-24 HD (Large)
Level Adjustment: -
A head thirster appears as a flattened lump of mishapen, irregulary shaped flesh covered in a rough hide of mottled browns and tans. Despite its drab camouflage bright blue cilia flex and twitch around its edge.
Head thirsters are parasites of the most desolate wastes, lying in wait for approaching creatures. They then attempt to attach to them to siphon fluids for as long as the creature survives. Though they prefer to attach to very large creatures, when in desperation are willing to feed upon much smaller hosts. While attached they keep their victim cool with the strange properties of their cilia. This allows them to keep their victim alive longer and of less need for their fluids.
Head thirsters are roughly four feet in length and weigh some 60 pounds which is added to their victim's encumberance while attached.
Combat
Head thirsters bury themselves just beneath the sand, feeling the vibrations of potential hosts. When within range they use their control body power to keep their victim still so that they may attach.
Brain Drain (Su): If a head thirster manages to get ahold of a living opponent of Medium size or larger that requires water it can attempt to drill a tiny hole in the opponent's skull by making a bite attack. It then immediately inserts a flexible proboscis into the brain cavity. It simultaneously secretes an enzyme that immediately heals the wound, fusing the proboscis to the skull itself. The head thirster may now begin to take control of the brain's biofeedback controls, causing it to produce excessive cranial fluids upon which to suck. It remains slowly draining the foe of this nutrious mind-charged fluid until it dies.
The victim sustains 1d6 non-lethal damage each day from deydration that cannot be healed naturally until the head thirster deattaches, and is continuously nauseated. Creatures and characters with the psionic subtype also are drained 1d4 power points each day. Once the victim succumbs to this damage the head thirster wil finally detach.
If the head thirster is killed or the proboscis removed from the body in some fashion it goes into spasms, causing the liquid to be produced in such quantites the head begins to expand from the pressure. The victim must succeed on a DC 15 fortitude save or die as his head explodes. Even if the save is made he still takes 7d6 points of damage from the pressure. The save DC is Strength-based.
Cool Touch (Su): When attached to its victim a head thirster grants it a +6 bonus on fortitude saves against heat.
Improved Grab (Ex): To use this ability, an head thirster must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use its Brain Drain ability the succeeding round. A head thirster gains a +4 racial bonus on grapple checks, which is already included in the statistics above.
Psi-like Abilities: Manifester level 12th. Save DC's are Charisma-based.
At will - Detect Hostile Intent, Detect Psionics; 3/day Control Body (DC 14), Empathic Feedback (DC 14).
Water Sense (Ex): A head thirster can detect the presence of water out to 120 feet, and 60 feet if blocked by sand or stone, even if located beneath ground.
Skills: *Head thirsters gain a +10 racial bonus on hide checks while in desert terrain.
Medium Vermin (psionic)
Hit Dice: 7d8+28 (59 hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 10 ft. (sand only)
Armor Class: 17 (+1 dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +5/+11
Attack: Slam +7 melee (1d6+2)
Full Attack: Slam +7 melee (1d4+2) plus bite +2 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Brain drain, psi-like abilities
Special Qualities: Symbiont traits, tremorsense 60 ft., vermin traits, water sense
Saves: Fort +9, Ref +3, Will +3
Abilities: Str 14, Dex 12, Con 19, Int -, Wis 12, Cha 10
Skills: *Hide +12
Feats: Endurance(B)
Environment: Warm Desert
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 8-16 HD (Medium), 17-24 HD (Large)
Level Adjustment: -
A head thirster appears as a flattened lump of mishapen, irregulary shaped flesh covered in a rough hide of mottled browns and tans. Despite its drab camouflage bright blue cilia flex and twitch around its edge.
Head thirsters are parasites of the most desolate wastes, lying in wait for approaching creatures. They then attempt to attach to them to siphon fluids for as long as the creature survives. Though they prefer to attach to very large creatures, when in desperation are willing to feed upon much smaller hosts. While attached they keep their victim cool with the strange properties of their cilia. This allows them to keep their victim alive longer and of less need for their fluids.
Head thirsters are roughly four feet in length and weigh some 60 pounds which is added to their victim's encumberance while attached.
Combat
Head thirsters bury themselves just beneath the sand, feeling the vibrations of potential hosts. When within range they use their control body power to keep their victim still so that they may attach.
Brain Drain (Su): If a head thirster manages to get ahold of a living opponent of Medium size or larger that requires water it can attempt to drill a tiny hole in the opponent's skull by making a bite attack. It then immediately inserts a flexible proboscis into the brain cavity. It simultaneously secretes an enzyme that immediately heals the wound, fusing the proboscis to the skull itself. The head thirster may now begin to take control of the brain's biofeedback controls, causing it to produce excessive cranial fluids upon which to suck. It remains slowly draining the foe of this nutrious mind-charged fluid until it dies.
The victim sustains 1d6 non-lethal damage each day from deydration that cannot be healed naturally until the head thirster deattaches, and is continuously nauseated. Creatures and characters with the psionic subtype also are drained 1d4 power points each day. Once the victim succumbs to this damage the head thirster wil finally detach.
If the head thirster is killed or the proboscis removed from the body in some fashion it goes into spasms, causing the liquid to be produced in such quantites the head begins to expand from the pressure. The victim must succeed on a DC 15 fortitude save or die as his head explodes. Even if the save is made he still takes 7d6 points of damage from the pressure. The save DC is Strength-based.
Cool Touch (Su): When attached to its victim a head thirster grants it a +6 bonus on fortitude saves against heat.
Improved Grab (Ex): To use this ability, an head thirster must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use its Brain Drain ability the succeeding round. A head thirster gains a +4 racial bonus on grapple checks, which is already included in the statistics above.
Psi-like Abilities: Manifester level 12th. Save DC's are Charisma-based.
At will - Detect Hostile Intent, Detect Psionics; 3/day Control Body (DC 14), Empathic Feedback (DC 14).
Water Sense (Ex): A head thirster can detect the presence of water out to 120 feet, and 60 feet if blocked by sand or stone, even if located beneath ground.
Skills: *Head thirsters gain a +10 racial bonus on hide checks while in desert terrain.