View Full Version : You Can't Escape What's Inside You... [3.5 Template]

The Tygre
2011-09-01, 06:52 PM
The Leucochloridiumite

Image by daimera on DeviantArt

Nature is filled with an infinite array of wonders. Creatures beyond imagination dwell even now in the mundane world. And hidden beneath it, and sometimes within it, is a microscopic menagerie. Yes, fauna both nightmarish and enchanting are in every creek, every foot of air, and even in our own bloodstream. So, if our 'mundane' world holds such wonder, what does a fantasy world offer?

Giant vermin are by no means a new staple to fantasy. As far back as Babylon and Ancient Greece, there are stories of monstrous scorpions and ants. Yet there are still smaller creatures that are often overlooked. And one of these is a special little worm. A very special, horrifying, little worm.

The standard Leucochloridum Paradoxum is a parasitic worm that preys mostly on snails. However, whether it be by magical or natural means, a new breed of Leucochloridium has emerged. The Leucochloridium Pandemonius is only a little larger than its cousin species on close observation. However, the Pandemonius is different for its sheer versatility and capability of adaptation.

The Pandemonius begins its first stage of life as microscopic larvae, usually within a body of water or solid waste. When an animal (or humanoid) consumes this 'nest', the larvae are along for the ride. Within the unwitting host's stomach, the warmth and moisture provide the larvae with a safe and nurturing environment. In time, the larvae mature, and the juvenile Pandemonius burrow into their host's stomach. When the Pandemonius finally reaches full maturity, they begin the next stage of life.

The Pandemonius migrate through the host's body until they at last find the brain. Happily, the mature Pandemonius burrow into the grey matter. Imagine that; worms. Inside your brain. Eating your thoughts while you're still conscious. The Pandemonius dig into the host's brain and more-or-less hijack the host's nervous system.

The worms first take over the host's optical nerves. The eyes grow into large, eliptical sacs, beautifully covered and striped. Not only that, but the eyes quiver and move independently now! This twitching makes the host's eyes resemble two fat, delicious worms or caterpillars. These new 'eyes' are actually 'brood-sacs', a form of egg-sac filled to the brim with Pandemonius eggs. Not only that, but the Pandemonius, self-preserving little tikes that they are, also release a chemical into the brain which 'unlocks' several beneficial mutations in the host body, increasing the host body's chances of survival in the wilderness and against predators.

But the Pandemonius isn't finished yet; for now it begins its true onset of maturity. A kind of intelligence grows in the Pandemonius, a cunning will to perpetuate its own race. Soon, it is not just the nervous system of the Pandemonius' host that is taken over, but its free-will is overridden as well. In a unique fusion of parasite and prey, the Pandemonius uses its host's own mind to boost its own latent intelligence, granting the Leucochloridium Pandemonius true sentience.

The newly self-aware Pandemonius will now use its host body to full advantage. Pandemonius in the bodies of animals and vermin will direct their hosts much like regular Leucochloridium, moving hosts into the way of predators that would eat the brood-sacs. Humanoids and monstrous humanoids, however, will actually attempt to hide in civilized communities. Due to their mutations, the Pandemonius hosts attempt to stay out of sight as much as possible, covering themselves up under layers of thick cloth and armor when they have to go out. In the dark hours of the night, the possessed host will wander to water sources, emptying their brood-sacs into wells, kegs of liquor, cauldrons full of potion, or anything else that other humanoids might drink.

In any case, humanoid or bestial, the consumers of the brood-sacs are now the incubators for countless Pandemonius eggs. When the eggs hatch, the juvenile Pandemonius will migrate to the predatory-host's intestines and allow themselves to be deposited along with solid waste. And so the beautiful circle of life starts anew.

Read more about the Leucochloridium and other creepy critters at Bogleech.com! (http://www.bogleech.com/bio-para.html)

Creating a Leucochloridiumite
'Leucochloridiumite' is a template that can be applied to any living, corporeal Animal, Humanoid, Monstrous Humanoid, or Vermin (referred to hereafter as the base creature).

Size and Type: Size remains unchanged from the base creature. Base creature's type changes to 'Vermin', and gains the augmented subtype.

Speed: The base creature's speed drops by ten feet.

Special Attacks: Same as base creature.

Special Qualities: Same as base creature. The Leucochloridiumite gains the following special qualities, however;

Enchanting Eyes (Ex): The base creature gains the Enchanting Eyes special quality. Any predatory creature with an Intelligence score three or lower that sees the Leucochloridiumite's eyes must make a Will save (DC 10+1/2+Con. Modifier) or attack the Leucochloridiumite. This quality is Constitution based.

Regeneration (Ex): The Leucochloridiumite gains Regeneration 5. This quality is negated by fire and acid damage.

Mutations (Ex): The burrowing Panedmonius triggers several natural mutations in its host creature. The Leucochloridiumite gains 1d4 mutations from the table below:

{table=head] Roll 1d6| Mutation | Details
1 | Chitin | The Leucochloridiumite's skin hardens into a tough shell, granting it a +4 natural AC bonus. |
2 | Fangs | The Leucochloridiumite's teeth fall out, replaced by oversized fangs. The base creature gains a bite attack appropriate for a creature of its size. If the base creature already had a bite attack, then that bite attack is improved by one size category. |
3 | Claws | Spikes of bone erupt from the base creature's limbs, granting the Leucochloridiumite a claw attack appropriate for a creature of its size. If the base creature already had a claw attack, then that claw attack is improved by one size category. |
4 | Extra Eyes | Extra eyes sprout somewhere on the Leucochloridiumite's body; needless to say, these new eyes almost immediately become new Pandemonius broodsacs. The new eyes grant the base creature All-Around Vision, giving it a +4 racial bonus on Spot and Search checks. In addition, a Leucochlordiumite with this mutation can’t be flanked. |
5 | Repellant Patterns | The Leucochloridiumite is capable of shifting the patterns in its eyes to repel beasts as well as attract. A Leucochloridiumite is now capable of rebuking animals and magical beasts as an evil cleric rebukes undead, with a cleric level equal to the Leucochloridiumite's Hit Dice. |
6 | Camouflage | The Leucochloridiumite is able to blend in with its environment. As a full round action, the Leucochloridiumite can stand perfectly still, taking no actions. On its next round, the Leucochloridiumite is considered camouflaged, granting it a +10 on Hide checks as long as it stands still and takes no actions. |[/table]

Abilities: Str -2, Dex -4, Con +4, Int -4, Cha -4.

Skills: The Leucocloridiumite gains a +5 racial bonus to Climb, Jump, and Swim checks. The Leucochloridiumite gains skill points as a Vermin and has skill points equal to (2+Int modifier)x(HD+3). Do not include Hit Die from class levels in this calculation — the Leucochloridiumite gains Vermin skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Feats: Same as the base creature.

Challenge Rating: +1

Alignment: Changes to Chaotic Neutral.

Becoming a Leucochloridiumite
A creature becomes a Leucochloridiumite by ingesting the juvenile larvae of the Pandemonius. These larvae are usually in sources of fresh water, though they can also have a limited life-span in liquid foods or alcohol. A character that drinks larvae-infested water must make a Fortitude Save (DC 12) or contract Pandemonius Conversion.

Pandemonius Conversion; Infection – Consumption; Save – Fortitude DC 12; Incubation – 1d8 days; Initial Effect – 1d3 Intelligence drain, 1d3 Dexterity damage; Secondary Effect – Gain the Leucochloridiumite template.

Plot Hooks
+ Phase One: "Try this delicious caviar!"
+ Phase Two: "Care for a drink, stranger?"
+ Phase Three: "How 'bout a walk through the country?"

Sample Leucochloridiumite

Leucochloridiumite Lizardfolk
Medium Vermin (Augmented Humanoid)
Hit Dice: 2d8+6 (14 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 17 (+9 natural, -2 Dex), touch 8, flat-footed 19
Base Attack/Grapple: +1/+1
Attack: Claw +1 melee (1d6) or bite +1 melee (1d6)
Full Attack: 2 claws +1 melee (1d6) and bite -1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: All-Around Vision, Enchanting Eyes, Hold Breath, Mutations (chitin, fangs, claws, extra eyes), Regeneration
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11 , Dex 6 , Con 17, Int 5, Wis 10, Cha 6
Skills: Balance +9, Climb +7, Jump +11, Search +4, Spot +4, Swim +12
Feats: Multiattack
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: +2

Enchanting Eyes (Ex): Any predatory creature with an Intelligence score three or lower that sees the Leucochloridiumite's eyes must make a Will save (DC 14) or attack the Leucochloridiumite.

Hold Breath: A Leucochloridiumite lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Mutations (Ex): The Leucochloridiumite lizardfolk has the chitin, claws, fangs, and extra eyes mutations.

Regeneration (Ex): The Leucochloridiumite lizardfolk has Regeneration 5, negated by fire and acid damage.

Skills: As the Leucochloridiumite lizardfolk did not lose its tail in the transformation, it still retains the +4 racial skill bonuses to Swim, Balance, and Jump, in addition to the Leucochloridiumite bonuses.

Alright, so this little beastie is still in his rough stages. He needs a spit and polish before he's really done, but let's start with the basics. Obviously, I am not good with diseases, and this monster was kind of rushed.

The Tygre
2011-09-01, 06:56 PM
Wait a second... GOD DAMN IT! I'm in the wrong forum! *sighs* Can I get a Mod to move this over to Homebrew please?

2011-09-02, 02:07 PM
Why is the threshold 3 or higher INT? I'd think it should be 2, as that's animal intelligence. Also, if the creature has INT 3, then it is sapient, albeit not too bright. For animal intelligence you'd want 2 (for mammal intelligence) or 1 (for lesser animal intelligence), or you might want no INT score (mindless) if it's driven purely by instinct.

The Tygre
2011-09-02, 03:24 PM
I see your point. My reasoning was that the Pandemonius, while stupid, is mildly competent. However, looking at it now, I can see that it's really not much smarter than the average Leucochloridium. Maybe I should just have the Intelligence drop to nil since it's a vermin?

2011-09-03, 08:54 PM
0 intelligence isn't vermin, it's something that cannot function without a mind and lacks a mind (and hence cannot function and is helpless). Vermin have intelligence as a non-ability, not nil.

As for whether to make it 1 or -, consider the following question: Does it have the ability to learn or be trained? If it does, it should have an intelligence of 1 or 2 (probably 1). If not, and it acts purely on instinct, then it should have no intelligence score (and therefore the mindless subtype.)

The Tygre
2011-09-04, 02:28 AM
Intelligence nil it is, then. Thanks for clarifying on that.

Morph Bark
2011-09-04, 04:24 AM
Mindless creatures do not gain skill points (or feats). The skill points entry under the Vermin type says that only Vermin creatures that somehow have an Int score gain the skill points.

The Tygre
2011-09-04, 12:54 PM
Yeah, I was kind of wondering about that... Mindless vermin templates are confusing. And my eyes hurt for some reason.

The Tygre
2012-04-17, 04:02 PM
Alright, massive, MASSIVE overhaul on this one. How's the new and improved version?