Vaynor
2008-01-23, 04:32 AM
Mind Leech
Diminutive Aberration
Hit Dice: 3d8+3 (17 hp)
Initiative: -1
Speed: 10 feet, fly 15 feet
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/-3
Attack: Bite -3 melee (1d3-5/x2)
Full Attack: Bite -3 melee (1d3-5/x2) and leech -3 melee (1d3-5/x2 + leech)
Special Attacks: Leech, Psychic Feedback, Dominate, Feed, power-like abilities
Special Qualities: Darkvision 60 feet, Partnership
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 2, Dex 13, Con 12, Int 18, Wis 11, Cha 14
Skills: Hide +9 (+19 with Chameleon), Move Silently +9, Spot +6
Feats: Iron Will, Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: True Neutral
Advancement: -
A cross between a leech and a praying mantis, this horrid creature has prismatically shaded wings, its mouth ending in a long spike surrounded by a circle of small, gnawing teeth.Its form is slender and hard, and though it is an organic creature, its black exoskeleton has a faint metallic sheen to it.
Mind Leeches are abysmal beings, who prey on the strong-minded of society. They survive off of misery and intelligence, and often take control of high-powered members of society to create mischief. They are very intelligent creatures, entire civilizations have fallen to a single Mind Leech.
Combat
Mind Leeches are stealthy creatures. When a viable target is spotted, they activate their Chameleon ability and pursue their prey until a good location to attack is found. Using their Brain Lock ability to stun their target, they Leech into the victim’s neck and modify their memory to forget the incident.
Mind Leeches can understand most languages vaguely, and can be given simple orders and targets. They can reason well and will serve a master for years as long as they continue to show the Mind Leech tasty minds to prey on.
Power-Like Abilities: At will - Chameleon, Mind Probe, Psionic Modify Memory, Read Thoughts; 3/day - Brain Lock
Leech: When making a full attack on its target, a mind leech may choose to burrow itself into the back of the victim’s neck, allowing a DC 19 Will save or the Mind Leech will insert itself into the brain stem. Upon failing the save the victim is immediately under the effects of Psionic Charm until it is removed. The entry point is very hard to see (DC 18 Spot check (DC 13 if inspecting the target very closely with the back of the neck in plain view). Every hour after attaching itself, the target loses 1d2 Intelligence temporarily, only when the Mind Leech is removed may Intelligence points restore at the normal rate (despite the current ability score). Every hour the victim may attempt a DC 17 Will save to ignore that hour’s intelligence damage. If he/she lasts 24 hours without falling below 1 Intellect, a DC 21 Will save may be attempted to reject the Mind Leech altogether. This save may be repeated every 24 hours. To remove a Mind Leech, a Greater Restoration spell, Miracle, Wish, Lesser Wish, Heal, or similar spell (at DM’s discretion) may be used to remove the leech. In this case the Mind Leech is treated as having 20 spell resistance (or power resistance) pertaining to the spell used to remove the creature. Using any of these spells destroys the Mind Leech. If the Mind Leech is forcibly removed, the target has a 75% chance of dying, and at best loses all motor functions (this may be removed with any of the above spells, no spell resistance). A mind leech must feed every month or it will die.
Dominate: Once leeching has reduced the target’s Intelligence score to 0, the Mind Leech assumes full control (as Psionic Dominate), allowing no saving throw.
Psychic Feedback: If any telepathic/psychic abilities are used on the target while inhabited by the Mind Leech the caster receives 5d6 damage, DC 15 will save for half damage, and the victim takes another immediate point of Intelligence damage (if not already at a score of 0).
Feed: Once the target is dominated, the Mind Leech may, at any time, drain the mind and soul of the inhabitant, causing death. After this, the victim may not be raised by conventional means until the case of the Mind Leeches death (Mind Leeches have a life expectancy of 15-20 years, if not killed beforehand). No saving throw is allowed to negate death. After having removed itself from the brain stem, the Mind Leech gains a +1 to all DC’s pertaining to all special abilities used to attach and once attached to a target for 1d4 days. This temporary enhancement can only be used on the next DC check for each ability respectively.
Partnership: Once a target is inhabited, the Mind Leech may make use of its powers as though the victim itself has using them (power-like abilities, etc.).
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So, thoughts on the CR? Also I'm not sure how much SR is appropriate for Leech removal. Any other problems, too.
Thanks in advance for the feedback.
Diminutive Aberration
Hit Dice: 3d8+3 (17 hp)
Initiative: -1
Speed: 10 feet, fly 15 feet
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/-3
Attack: Bite -3 melee (1d3-5/x2)
Full Attack: Bite -3 melee (1d3-5/x2) and leech -3 melee (1d3-5/x2 + leech)
Special Attacks: Leech, Psychic Feedback, Dominate, Feed, power-like abilities
Special Qualities: Darkvision 60 feet, Partnership
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 2, Dex 13, Con 12, Int 18, Wis 11, Cha 14
Skills: Hide +9 (+19 with Chameleon), Move Silently +9, Spot +6
Feats: Iron Will, Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: True Neutral
Advancement: -
A cross between a leech and a praying mantis, this horrid creature has prismatically shaded wings, its mouth ending in a long spike surrounded by a circle of small, gnawing teeth.Its form is slender and hard, and though it is an organic creature, its black exoskeleton has a faint metallic sheen to it.
Mind Leeches are abysmal beings, who prey on the strong-minded of society. They survive off of misery and intelligence, and often take control of high-powered members of society to create mischief. They are very intelligent creatures, entire civilizations have fallen to a single Mind Leech.
Combat
Mind Leeches are stealthy creatures. When a viable target is spotted, they activate their Chameleon ability and pursue their prey until a good location to attack is found. Using their Brain Lock ability to stun their target, they Leech into the victim’s neck and modify their memory to forget the incident.
Mind Leeches can understand most languages vaguely, and can be given simple orders and targets. They can reason well and will serve a master for years as long as they continue to show the Mind Leech tasty minds to prey on.
Power-Like Abilities: At will - Chameleon, Mind Probe, Psionic Modify Memory, Read Thoughts; 3/day - Brain Lock
Leech: When making a full attack on its target, a mind leech may choose to burrow itself into the back of the victim’s neck, allowing a DC 19 Will save or the Mind Leech will insert itself into the brain stem. Upon failing the save the victim is immediately under the effects of Psionic Charm until it is removed. The entry point is very hard to see (DC 18 Spot check (DC 13 if inspecting the target very closely with the back of the neck in plain view). Every hour after attaching itself, the target loses 1d2 Intelligence temporarily, only when the Mind Leech is removed may Intelligence points restore at the normal rate (despite the current ability score). Every hour the victim may attempt a DC 17 Will save to ignore that hour’s intelligence damage. If he/she lasts 24 hours without falling below 1 Intellect, a DC 21 Will save may be attempted to reject the Mind Leech altogether. This save may be repeated every 24 hours. To remove a Mind Leech, a Greater Restoration spell, Miracle, Wish, Lesser Wish, Heal, or similar spell (at DM’s discretion) may be used to remove the leech. In this case the Mind Leech is treated as having 20 spell resistance (or power resistance) pertaining to the spell used to remove the creature. Using any of these spells destroys the Mind Leech. If the Mind Leech is forcibly removed, the target has a 75% chance of dying, and at best loses all motor functions (this may be removed with any of the above spells, no spell resistance). A mind leech must feed every month or it will die.
Dominate: Once leeching has reduced the target’s Intelligence score to 0, the Mind Leech assumes full control (as Psionic Dominate), allowing no saving throw.
Psychic Feedback: If any telepathic/psychic abilities are used on the target while inhabited by the Mind Leech the caster receives 5d6 damage, DC 15 will save for half damage, and the victim takes another immediate point of Intelligence damage (if not already at a score of 0).
Feed: Once the target is dominated, the Mind Leech may, at any time, drain the mind and soul of the inhabitant, causing death. After this, the victim may not be raised by conventional means until the case of the Mind Leeches death (Mind Leeches have a life expectancy of 15-20 years, if not killed beforehand). No saving throw is allowed to negate death. After having removed itself from the brain stem, the Mind Leech gains a +1 to all DC’s pertaining to all special abilities used to attach and once attached to a target for 1d4 days. This temporary enhancement can only be used on the next DC check for each ability respectively.
Partnership: Once a target is inhabited, the Mind Leech may make use of its powers as though the victim itself has using them (power-like abilities, etc.).
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So, thoughts on the CR? Also I'm not sure how much SR is appropriate for Leech removal. Any other problems, too.
Thanks in advance for the feedback.