Tiny Aberration, Chaotic Evil
Armor Class 14
Hit Points 18 (4d4 + 8)
Speed 20 ft., burrow 10 ft., swim 20 ft.
STR
5 (-3)
DEX
13 (+1)
CON
14 (+2)
INT
18 (+4)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws INT +6
Skills Deception +6, Perception +4, Stealth +5
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Frightened
Senses Passive Perception 14
Languages able to speak and understand the languages of its host
Challenge 1 (200 XP)
Proficiency Bonus +2

Split. If an enslaver Enslaves a host with 7 or more Intelligence, Wisdom, and Charisma, then after every 2d4 + 2 weeks of enslavement the aberration splits into two new enslavers, one of which leaves the host to seek its own victim.

 

 

 

Actions

Dominating pseudopod. Melee Weapon Attack, +3 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) psychic damage and stunned for 1 round, if the target succeeds at a DC 12 Wisdom save they take half damage and are not stunned. The psychic damage cannot reduce the target to negative hit points. If the damage reduces the target to 0 hit points, the enslaver can use Enslave (see Reactions).

An enslaver cannot use Dominating Pseudopod while it has a creature dominated with Enslave.

Reactions

Enslave. If an enslaver is in contact with a target reduced to 0 hit points or less by Dominating Pseudopod, the target must succeed at a DC 14 Wisdom check or be dominated (as per the dominate monster spell) for as long as the enslaver remains in contact with them. When an enslaver dominates a target, its new slave immediately regains any hit points of psychic damage they took from Dominating Pseudopod. If the target makes the save, they must save again every round the enslaver is in contact with them. An enslaver can only enslave one creature at a time, and must release its current host before trying to enslave another.

An enslaver-dominated host gains the enslaver's immunity to being blinded, charmed or frightened and cannot be harmed by psychic damage.

Hosts released from an enslaver's control must make a DC 14 Constitution save to avoid taking 1d12 psychic damage and being stunned for 1d8 rounds. Hosts that fail the first save must make a second DC 14 Constitution save to avoid an additional 4d12 psychic damage that renders them unconscious for 1 minute, and after they regain consciousness they will be stunned for 2d8 rounds. This psychic damage cannot reduce the freed host to negative hit points, but a released host who is reduced to 0 hit points by it must succeed at another DC 14 Constitution save or die from the shock.

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Description

Also known as a Puppet Lord, the enslaver looks like an amoeba-like creature made of mercury about 9 inches in length. It normally moves by rolling or inching along like a caterpillar or worm. Enslavers are rarely encountered in groups of more than two or three. 

 

Body-Controlling Parasites. The touch of an enslaver, regardless of body part, results in the opponent being subjected to a blast of psychic energy that attacks their consciousness. A victim who takes enough psychic damage becomes the creature's mentally dominated slave for as long as the enslaver remains in contact. The puppeteered host will collect the enslaver and conceal it on their body, under clothing or other cover, allowing the enslaver to maintain continuous contact. This will be done secretly if possible.

Malevolent Masters. Enslaver-dominated creatures do not react to pain or similar stimuli, but otherwise act much as before. Enslavers seek to destroy good aligned creatures where possible. They do not care about the host's condition and are unconcerned if their puppet is injured or destroyed. There are always other hosts. An enslaver's skill at hiding on a host means that only thorough examination will discover it, and the host will do everything the enslaver can think of to avoid exposure.

Mitosis. After an enslaver has fed off a sapient being for a few months, they will have gained enough surplus vitality to reproduce. Less intelligent creatures do not give off sufficient psychic energy to sustain an enslaver. However, at a pinch an enslaver can control an animal to escape a difficult situation or find a better host.

(Originally created by Roger E. Moore, first appearing in White Dwarf Magazine #21 (Oct/Nov 1980) as part of the mini-module "One-Eye Canyon" by Albie Fiore.)

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