42 minutes ago
Sunday, October 3, 2010
It Gets Inside Your Head
Here’s a monster found in the world of the City and perhaps elsewhere...
Mind Worms are creatures of unassuming appearance, but insidious natures. They largely resemble plump, 2-3 inch long caterpillars, but have human-level (or greater) intellects. Though there is no clear proof, the statements of mind worms themselves suggest they are of extraterrestrial origin, and perhaps alien criminals or political dissidents of some sort.
All mind worms encountered have been the equivalent of megalomaniacs who desire to acquire power by the domination of others. Mind worms are telepathic and can forcibly read the minds of others for usual information. Ultimately, they use their powers to mentally dominate (similar to the Charm Person/Monster except that the worm actually controls the victim's actions, saving throw at -2, with penalties or bonus for Intelligence), or cause Hold Person (as spell). They can only attempt to dominate one person at a time, but can maintain their domination of multiple victims (perhaps 5) without particular effort. A previous failure to dominate a victim removes their penalty to save on the mind worm's next attempt. None of their powers are magical, and cannot be dispelled, but serious distraction to a mind worm will give victims a chance at escaping their control (another save), and forcing a victim to do something extremely alien to their nature may provoke another save at GM discretion.
Mind worms typically pick one choice victim to dominate and stay with that person at all times, perhaps hiding in a pocket or nestling under their collar. One of the greatest weapons mind worms have is there small size and ability to hide.
It’s a lucky for humanity that the mind worms are rivals, and would rather try to kill other than work together.
No. Enc: 1-2
Armor Class: 7
Hit Dice: 1
Damage: Mind control, mind reading (see above)