VelvetViolet
Adventurer
I bought a used copy of Slavelords of Cydonia a while back. I thought the lethid and sli'ess were kind of cool and I was surprised to see that, despite the rules being open game content, they weren't reprinted elsewhere. (They're open game counterparts of illithids and yuan-ti, respectively.) I'll be copying the rules into this thread, in case anyone want to use them or convert them to PF2 or D&D5. (I apologize for any formatting oddities. The forum software doesn't seem to like copying rich text.)
To start with, here's the full section 15 for Grim Tales and Slavelords of Cydonia.
Grim Tales uses its own variation of the d20 rules, hence the many references to different books. Since I'm only copying the rules for Lethids, I think this could be cut down to the sources relevant to that, but I don't know what they are. I assume that the relevant books are Possessors: Children of the Outer Gods, Grim Tales, and Slavelords of Cydonia, but without a full text comparison I can't be sure. (This is one of the more annoying aspects of the OGL, sadly.)
Anyway, the rules for lethids are in Appendix B. This is divided into several sections, only some of which are strictly rules related.
The first section is "the lethid campaign", which explains the origin, physiology, and psychology of the lethid. The name is derived from aboleth, as these are aboleth variants (although the text doesn't explain their relationship to the aboleth from the core rules, if any), and probably a play on illithid since the lethid are apparently supposed to be OGC substitutes for that monster we can't use (at least not without giving up our copyrights to DM's Guild).
The lethid are basically the sentient shadows of a Lovecraftian deity created when it brushed against our plane. They have your typical plot to take over the world using their evil means. They don't have a hive mind, per se, but they do share a single will that allows them to coordinate harmoniously. Rarely a lethid might go crazy and need to be put down by its fellows.
Cydonia is a post-apocalyptic pulp setting. In it's history, the lethid were at least partly responsible for the fall of Atlanis (which was ruled by the serpentfolk sli'ess) and other horrific events in Earth's history.
They're your typical evil flying seafood from space with dark designs on the world and humanity. Not much else I can say about them.
The second section is "lethid abilities", which introduces the OGC rules that I can now quote without fear of legal repercussions.
The next sections are the lethid bestiary entries. Here we learn of the subspecies of lethid, which are mohldaleth, nihileth, rgleth, shibboleth, and (true) aboleth.
The mohldaleth are burrowing parasites that enter a humanoid host and influence their behavior, so they work as spies, viziers, cult leaders and stuff. The nihileth are flying octopuses that engulf a humanoid host's head and control their body, who serve as lieutenants in the hierarchy. The shibboleth are giants who control large numbers of small animals, which they uses as spies on civilization. The rgleth are similar to the nihileth, but they only take large animals as hosts and thus serve a brute force role. The true aboleth are the most powerful and act as leaders; they're basically aboleths but with even greater powers, like their slime turning victims into living zombies.
Here are the rules for the mohldaleth and its hosts. I omitted the description between the statistics and combat section, as they didn't seem rules related.
So the mohldaleth fills a similar niche as the puppeteer from the 3.x psionics rules, except that it's far more intelligent and doesn't have complete control over the host. This introduces roleplaying opportunities due to its ability to act on its own and potential schisms between the parasite and the host.
I'll post the nihileth, rgleth, shibboleth, and true aboleth later. After that, I'll post the rules for the sli'ess if anyone wants it. The next post will be about the nihileth and its origins, which are deeper than you would expect.
Feel free to ask me questions or offer legal advice.
To start with, here's the full section 15 for Grim Tales and Slavelords of Cydonia.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson;
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
CORE Explanatory Notice, copyright 2003, Benjamin R. Durbin.
Spycraft Copyright 2002, Alderac Entertainment Group.
Swords of Our Fathers Copyright 2003, The Game Mechanics.
Mutants and Masterminds Copyright 2002, Green Ronin Publishing.
Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan.
Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!
Challenging Challenge Ratings: Immortals Handbook, Copyright 2003, Craig Cochrane.
Encountering Encounter Levels: Immortals Handbook, Copyright 2003, Craig Cochrane.
Design Parameters: Immortals Handbook, Copyright 2003, Craig Cochrane.
A Magical Medieval Society: Western Europe Copyright 2003, Expeditious Retreat Press; authors Suzi Yee and Joseph Browning.
Monster’s Handbook Copyright 2002, Fantasy Flight Publishing, Inc.
Monte Cook’s Arcana Unearthed, Copyright 2003, Monte J. Cook. All rights reserved.
Possessors: Children of the Outer Gods Copyright 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin.com.
Vilstrak from the Tome of Horrors, Copyright 2002, Necromancer Games., Inc.; Author Scott Greene, based on original material by Gary Gygax.
Grim Tales, Spellcasting game mechanics; Copyright 2003, Benjamin R. Durbin, published by Bad Axe Games, LLC.
Grim Tales, Horror game mechanics; Copyright 2003, Benjamin R. Durbin, published by Bad Axe Games, LLC.
Grim Tales, Firearms game mechanics; Copyright 2003, Benjamin R. Durbin, published by Bad Axe Games, LLC.
Grim Tales, Vehicle game mechanics; Copyright 2003, Benjamin R. Durbin, published by Bad Axe Games, LLC.
Grim Tales, Cyberware game mechanics; Copyright 2003, Benjamin R. Durbin, published by Bad Axe Games, LLC.
Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC
Grim Tales, Mass Combat game mechanics; Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC.
Grim Tales, Crystalline Technology game mechanics; Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC.
Slavelords of Cydonia, Copyright 2004, Matthew Beall, Eric Tam, and Benjamin R. Durbin, published by Bad Axe Games, LLC.
Grim Tales uses its own variation of the d20 rules, hence the many references to different books. Since I'm only copying the rules for Lethids, I think this could be cut down to the sources relevant to that, but I don't know what they are. I assume that the relevant books are Possessors: Children of the Outer Gods, Grim Tales, and Slavelords of Cydonia, but without a full text comparison I can't be sure. (This is one of the more annoying aspects of the OGL, sadly.)
Anyway, the rules for lethids are in Appendix B. This is divided into several sections, only some of which are strictly rules related.
The first section is "the lethid campaign", which explains the origin, physiology, and psychology of the lethid. The name is derived from aboleth, as these are aboleth variants (although the text doesn't explain their relationship to the aboleth from the core rules, if any), and probably a play on illithid since the lethid are apparently supposed to be OGC substitutes for that monster we can't use (at least not without giving up our copyrights to DM's Guild).
The lethid are basically the sentient shadows of a Lovecraftian deity created when it brushed against our plane. They have your typical plot to take over the world using their evil means. They don't have a hive mind, per se, but they do share a single will that allows them to coordinate harmoniously. Rarely a lethid might go crazy and need to be put down by its fellows.
Cydonia is a post-apocalyptic pulp setting. In it's history, the lethid were at least partly responsible for the fall of Atlanis (which was ruled by the serpentfolk sli'ess) and other horrific events in Earth's history.
They're your typical evil flying seafood from space with dark designs on the world and humanity. Not much else I can say about them.
The second section is "lethid abilities", which introduces the OGC rules that I can now quote without fear of legal repercussions.
Lethid Abilities
Implant
The lethid are parasitic creatures that devour the brains (and thoughts) of intelligent creatures. Two subraces of lethid in particular, the nihileth and rgleth, similar in appearance and physiology, are physically adapted to this purpose. To this list one may add the tiny, burrowing mohldaleth, which control their hosts from within.
Both nihileth and rgleth are squid-like in appearance, with six tentacles: four grasping tentacls, and two implantation tentacles. The nihileth is more advanced mentally, with a larger brain and weaker tentacles; while the rgleth is more physically robust, with a smaller brain and longer, more powerful grasping tentacles.
The nihileth and mohldaleth prefer to prey on the major humanoid races, while rgleth tend to control combat capable animals and powerful beasts of burden. Lethid can also implant themselves into aberrations, dragons, giants, humanoids, magical beasts and monstrous humanoids of the proper size and intelligence level (see table below). Each possesses a special attack that allows it to implant itself into a target creature’s nervous system, and a corollary ability, unhost. (Mohldaleth have a separate ability, burrow, that allows them to actually penetrate the flesh of their victims to travel undetected within the host body.)
Lethid Subrace Size Threshold Int Threshold Mohldaleth at least 3 sizes larger
(Medium or larger)6 or more Nihileth 1 - 3 sizes larger
(Medium - Huge)6 or more Rgleth 1 - 4 sizes larger
(Medium - Gargantuan)2 or less
- Implant (Ex): To use this ability, a nihileth or rgleth must first establish a hold by successfully grappling a creature with one of its grasping tentacles. If the lethid begins its turn with a hold on the creature, it can try to attach its two implantation tentacles with a single grapple check. The lethid gets a +2 circumstance bonus to this check for every grasping tentacle that it has attached beyond the first.
(Mohdaleth have a corollary set of abilities, latch and burrow, detailed in their individual description below.)
If the nihileth or rgleth begins a round with its two implantation tentacles attached to a creature, it can attempt to graft itself to its victim’s nervous system. The victim must succeed at a DC 25 Will save.
Creatures failing their Will save who fall within the size and intelligence thresholds of the attacking lethid are transformed into a hosted nihileth or rgleth (see the template below)—the implanted lethid now has complete control of the victim’s mind and body.
Creatures outside the attacking lethid’s control thresholds suffer 1d4 damage and 2d4 Wisdom damage (Fortitude save DC 18 halves Wis damage) when a nihileth or rgleth uses its implanation tentacles to attack.
Nihileth prefer hosts from the major humanoid races and rgleth prefer predatory animals, but each can implant themselves into aberrations, dragons, giants, humanoids, magical beasts, and monstrous humanoids. Nihileth can only implant themselves into creatures with a single head and brain and a permanent intelligence score of at least 6. Rgleth can only dominate creatures with an Intelligence score or 2 or less.
A hosted lethid intertwines itself so closely to the host creature’s vital organs that the two are effectively a single creature with a single hit point total. Consequently, it is impossible to simple cut a hosted nihileth or rgleth free from its host without killing the host, or even to damage the lethid parasite without damaging the host. If a nihileth or rgleth separates from its host, divide the total damage dealt to the templated creature equally between the lethid and its host; this may leave one or both of the creatures dead or dying.- Unhost (Ex): A nihileth or rgleth can unhost itself from the creature to whom it is attached as a full-round action, which does not provoke attacks of opportunity. A lethid that is feeling particularly malevolent (as is usually the case) can attempt to kill its host by destroying its nervous system as it departs (see below).
Removing a Lethid
Removing a hosted lethid without killing the host is difficult although not impossible. A nihileth or rgleth may voluntarily decide to unhost (see above). A heal, limited wish, or remove disease spell will force the lethid to make a Fortitude save (DC 5 + caster level) or be ejected from the host's body; a wish or miracle will automatically eject it. Note that all of these effects must first overcome the lethid's spell resistance.
It is also possible to remove a lethid through mundane means (such as pulling or cutting the lethid from the host) but at significant risk to the host. A hosted lethid can only be removed through mundane means if it is unconscious or dead. Removal of a dead lethid requires a DC 25 Heal check (and the Surgery feat).
For a hosted lethid that is merely unconscious, any amount of continuous electrical shock will automatically disrupt its hold on the host and allow a Surgery check (DC27) to remove and kill it. A conscious lethid may be removed through surgery if it is somehow incapacitated for the entire duration of the surgery, such as by a hold monster spell.
If a living or dead lethid is forcefully removed from a creature, even by delicate surgery, there is a chance of catastrophic brain damage. The host must make a Death From Massive Damage Fortitude save (DC20); allow a +1 bonus to this check for each point by which surgeon's skill check exceeded the Surgery DC. Failing this save leaves the host forever comatose; the brain stem is damaged or destroyed. Success means that the host survived, but may still suffer from long-term physical or psychological effects at the GM's discretion.
Freed hosts are rarely the creatures they were previous to their infestation. Though victims often recall very little, they usually suffer dark and terrifying nightmares for the remainder of their days. Some hosts retain a strange insight into the world of their former captors, but they are not eager to speak about their visions.
Psionics
The lethid are powerful mentalists. Each subrace possesses one or more of the following spell-like or supernatural abilities, as noted in its stat block. The DC for these abilities are based on the attacking lethid's Charisma modifier, and the effects are resolved at a caster level equal to the lethid's HD. Lethid do not have to roll caster level checks to activate these abilities nor do they suffer spell burn.
Aphasic Hammer [Sp]
Range: Medium
Will save (DC13 + Cha modifier) negates
The lethid can project a 30 ft. radius burst of psionic energy that renders all creatures within it unable to speak or form coherent vocal utterances for 1d10 minutes. A creature afflicted in this way can be cured by dispel magic, heal, or any magical effect that can cure insanity or aphasia. This is a mind-affecting effect. This ability is equivalent to a 3rd-level spell effect.
Blast of Discord [Sp]
Range: 0
Will save (DC13 + Cha modifier) negates
Some lethid can emit a powerful blast of mental energy which leaves all creatures within a 30 ft. radius confused for 2d4 rounds. Lethid (and creatures hosting or under the mental control of a lethid) are immune to this effect. This is a mind-affecting effect. This ability is equivalent to a 3rd-level spell effect, but it may not be dispelled once a creature has been affected.
Greater Blast of Discord [Sp]
Range: 0
Will save (DC14 + Cha modifier) negates
All intelligent creatures within a 30 ft. radius of the lethid must make a Will save or be confused for 3d4 rounds. This is a mind-affecting effect. This ability is equivalent to a 4th-level spell effect, but it may not be dispelled once a creature has been affected.
Phase Mastery [Su]
This lethid has mastered the ability to shift between dimensions, as if it were under the effect of a blink spell. It can begin or end this effect as a move-equivalent action which does not provoke an attack of opportunity. Once every 3 rounds, a lethid with phase mastery can also use plane shift as a spell-like ability, effective caster level 9th. The lethid may only use this ability to shift itself (or its willing or unwilling targets) between the Prime Material Plane and the lethid dimension.
Presence Leech [Sp]
Range: 60 feet (Sp):
Will save (DC14 + Cha modifier) negates.
Some lethid can attempt to siphon the psychic energy from one creature with an Intelligence score of 6 or greater within 60 feet. The target must succeed at a Will save (DC equal to 14 + Cha modifier) or suffer 2d4 points of temporary Charisma damage. This temporary Charisma damage lasts 1 hour. If the attack succeeds, the lethid gains an enhancement bonus to its Charisma equal to the damage dealt for 1 hour. This is a mind-affecting effect. This attack is equivalent to a 4th-level spell.
Ray of Disruption [Sp]
Range: Medium
Fortitude save (DC16 + Cha modifier) for half
The lethid can launch a focused wave of matter-disrupting psionic energy at a single target within range. The lethid must make a successful ranged touch attack to affect a creature with this ability, which deals (HD+2) d6 points of disruption damage. This attack has a critical threat range of 19-20. If used against an object, the wave ignores its hardness. Any creature or object reduced to 0 or fewer hit points by this attack is completely dissolved into an incoherent jumble of dust and ooze. This ability is equivalent to a 6th-level spell effect.
Synaptic Avalanche [Sp]
Range: 60-foot cone
Will save (DC15 +Cha modifier) negates (see below)
This psionic attack is an overwhelming flood of mental stimulus that affects all intelligent creatures within a 60 ft. cone. Creatures caught in its path must succeed at a Will save or suffer 1d6 points of Wisdom damage and become stunned for 3d6 rounds. Creatures must subtract their Intelligence modifier from their saving throw roll against this attack (e.g. a character with an Intelligence score of 16 suffers a -3 penalty, whereas a character with an Intelligence score of 8 gets a +1 bonus). A successful save halves the Wisdom damage and negates the stunning effect. This is a mind-affecting effect. This ability is equivalent to a 5th-level spell, but it may not be dispelled once a creature has been affected.
Lethid Subtype Template/Traits
For GMs who wish to expand their campaign with their own lethid creatures, the lethid subtype definition is as follows:
Traits: A lethid possesses the following traits (unless otherwise noted in the creature's description).
- Amphibious—lethid can breathe both air and water; they can take 10 with Swim checks (even in stressful conditions) and can use the run action when swimming in a straight line.
- +4 racial bonus to Climb checks and a +2 racial bonus to Concentration, Listen, and Spot checks.
- +2 racial bonus to Will saves.
- +4 skill points per Hit Die.
- Lethid are vulnerable to electricity.
- Immune to disease and poison.
- Resistance to acid 5 and cold 5.
- Spell-like ability: At will—detect thoughts (DC equal to 12 + Cha modifier). Effective caster level equal to HD.
- Telepathy 100 ft.
- Lethid almost always also have the extraplanar, evil, and native subtypes.
- CR adjustment: +1.4
The next sections are the lethid bestiary entries. Here we learn of the subspecies of lethid, which are mohldaleth, nihileth, rgleth, shibboleth, and (true) aboleth.
The mohldaleth are burrowing parasites that enter a humanoid host and influence their behavior, so they work as spies, viziers, cult leaders and stuff. The nihileth are flying octopuses that engulf a humanoid host's head and control their body, who serve as lieutenants in the hierarchy. The shibboleth are giants who control large numbers of small animals, which they uses as spies on civilization. The rgleth are similar to the nihileth, but they only take large animals as hosts and thus serve a brute force role. The true aboleth are the most powerful and act as leaders; they're basically aboleths but with even greater powers, like their slime turning victims into living zombies.
Here are the rules for the mohldaleth and its hosts. I omitted the description between the statistics and combat section, as they didn't seem rules related.
Mohldaleth
Diminutive Aberration (Evil, Extraplanar, Lethid, Native)
Hit Dice: 3d8 (19 hp) Initiative: +8 Speed: 20 ft. (4 squares), swim 30 ft., fly 10 ft. (good) Armor Class: 20 (+4 size, +5 Dex, +1 natural), touch 19, flat-footed 15 Base Attack/Grapple: +2/-15 Attack: Bite +11 melee (1d2-5) Full Attack: Bite +11 melee (1d2-5) Space/Reach: 1 ft./0 ft. Special Attacks: Blast of discord, burrow, insinuate, attach, psionics, unhost Special Qualities: Amphibious, damage reduction 5/magic, darkvision 60 ft., evasion, immunity to poison and disease, lethid traits, resistance to acid 5 and cold 5, spell resistance 18, telepathy 100 ft., vulnerability to electricity Saves: Fort +2, Ref +8, Will +7 Abilities: Str 1, Dex 21 , Con 12, Int 16, Wis 15, Cha 16 Skills: Climb +6, Concentration +9, Hide +27, Knowledge (the planes) +6, Knowledge (arcana) +6, Listen +12, Sense Motive +8, Move Silently +15, Spellcraft +9, Spot +12, Swim +6 Feats: Alertness, Improved InitiativeB, Weapon Finesse Environment: Aquatic, urban Organization: Solitary, pair, cadre (3-15) Challenge Rating: 4 Treasure: None Allegiances: Always Leth-Thol'Zad, evil, lethid Advancement: 4 HD (diminutive), 5-6 HD (tiny)
Combat
Unhosted mohldaleth never engage opponents in direct confrontations, as their psionic powers are quite limited. When detected, they almost always attempt to flee, employing their deadly burrow attack only if faced with a very small group of enemies. On occasion, mohldaleth act as assassins for their lethid masters. If on such a mission, a mohldaleth attempts to latch onto its mark when it is unknown, latching onto it unnoticed and killing it by burrowing through its heart or brain.
More frequently, a mohldaleth is on the hunt for a host, carefully scouting potential targets and employing its mind-reading psionics to find a host with a compatible disposition. It will attempt to burrow into its target unnoticed, so that the latter does not even know that it has been infected. Ideally, a mohldaleth implants itself into the host when it is sleeping, sealing the tiny entry wound with its cure minor wounds ability. A host infested in this manner will have little indication of the evil it carries besides a vague recollection of strange dreams on the previous evening and a sensation of vitality. Things may change when it starts hearing the dark voices in its head...
- Evasion (Ex): A mohldaleth takes no damage if it makes its save against an attack that normally deals half damage on a successful Reflex save.
- Attach (Ex): Any creature at least 3 sizes larger than the mohldaleth is suitable prey. A mohldaleth can latch itself to other creatures with its mouth and tentacles, flattening its body to make removing it very difficult. To use this ability, a mohldaleth must succeed at a melee touch attack. If it succeeds, it has latched itself to the target and gains a +6 cover bonus. Any successful melee or grapple attack against a latched mohldaleth causes it to lose its grip.
- Burrow (Ex): A mohldaleth that begins a round latched to an opponent can burrow into it with a successful bite attack. The target creature loses any Dexterity and dodge bonuses to AC for this attack.
A burrowed mohldaleth has total concealment (50% miss chance) and gains a cover bonus equal to the host's total AC bonus +4 (not including Dexterity, dodge, or shield bonuses if the host is not trying to avoid the attack). A successful hit deals half damage to the host and half to the mohldaleth; an attack that misses the mohldaleth due to concealment deals its damage to the host. A spellcaster must have line of sight or have some other means of detecting its precise location to affect a mohldaleth with a targeted spell. An attacker can reduce a burrowed mohldaleth's concealment to 20% and gain line of sight by making a DC 20 Spot check.
If a mohldaleth begins a round burrowed in a host, it can attempt to insinuate itself into the creature (see below), or it can attempt to kill the creature instantly by burrowing through its heart or brain as a full-round action. Treat this as a coup de grace attack that deals 4d4 points of damage instead of critical damage with its bite attack and does not provoke attacks of opportunity.- Insinuate (Ex): A mohldaleth that begins a round burrowed in a creature can automatically graft itself to its victim's nervous system and use it as a host (see below). This is a full-round action. The host must immediately make a DC 20 Will save or its attitude toward the mohldaleth improves by two steps. If the host's attitude is already helpful, then it loses its two lowest allegiances and gains allegiances to Leth-Thol'Zad, evil, or lethid. A mohldaleth host cannot take any new allegiances other than Leth-Thol'Zad, evil, or lethid. It must make another DC20 Will save at the beginning of each week it serves as a mohldaleth host until it is either freed of its influence or gains the insinuated allegiances.
As mohldaleth do not dominate the minds of creatures they insinuate into, they must rely on stealth, preparation, and telepathic persuasion to convince their hosts to act according to their desires. A mohldaleth typically influences its host subtly by accessing its host's innermost wishes and desires and then planting its dark whispers and insinuations in the host's subconscious.
It is possible for a direct conflict to occur between a host's will and a mohldaleth's insinuations, leading to psychological disorders. (See Hosting a Mohldaleth below.)
Mohldaleth prefer hosts from the major humanoid races, but they can implant themselves into aberrations, dragons, giants, humanoids, magical beasts, and monstrous humanoids that are three or more size categories larger. Mohldaleth can only insinuate into creatures with a single head and brain and an Intelligence score of at least 6.
A hosted mohldaleth burrows towards the base of the skull, underneath the skin and muscle of a humanoid host. It implants its tentacles so deeply into the host's brain and spinal cord that tearing it out would kill the host immediately. (See Removing a Hosted Lethid above.)- Psionics (Sp): All mohldaleth have the following abilities, usable at will—clairvoyance, clairaudience, cure minor wounds, detect chaos, detect evil, detect good, detect thoughts, hypnotism (DC 14), nondetection, sleep (DC 14); 3/day—suggestion (DC 16); 1/ day—telekinesis (DC 18). In addition, mohldaleth can employ the following lethid ability once per day: blast of discord (DC 16).
A mohldaleth employs its psionic abilities at an effective caster level 7th. All of the save DCs are Charisma-based.- Unhost (Ex): See description above.
- Vulnerability to Electricity (Ex): Electricity attacks cause 50% more damage to mohldaleth. A mohldaleth that suffers electricity damage in excess of its Constitution must make a Fortitude save (DC equal to damage dealt) or be stunned for 1d4 rounds.
- Saves: Mohldaleth get a +2 racial bonus to Reflex and Will saves.
- Skills: Mohldaleth have a +2 racial bonus on Concentration, Listen, and Spot checks. They have a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Climb and Swim checks. Mohldaleth can always take 10 on Swim checks, even in dangerous or distracting conditions. They can also use the run action when swimming in a straight line.
Hosting a Mohldaleth
Although a mohldaleth is a worm burrowed inside its host's head, it does not outright control its host as the other lethid. A creature hosting a mohldaleth does not acquire a template; a host and its lethid parasite remain two separate creatures.
Due to the mohldaleth's influence over its host, the two will often act in concert. The cruel baron hosting a mohldaleth will likely come to revel in the power and evil offered by his parasite and will fiercely resist any efforts to dislodge it. Oftentimes, when the mohldaleth is subtle, it will insinuate itself into a host without its knowledge and patiently warp its mind over time. A hosted mohldaleth is able to constantly read its host's thoughts, and as a result the DC of any mind-affecting abilities it employs against the host is increased by +4.
Because a mohldaleth does not completely dominate the mind of its host, it is possible a direct conflict occurs between a host's will and a mohldaleth's insinuations, leading to psychological impairment. This is more likely if the mohldaleth has infested a creature who holds incompatible allegiances. Such conflicts force the mohldaleth host to succeed at a DC 17 Will save or be dazed for 1 d4 rounds (the save DC is based on the base mohldaleth's Charisma). The host gets a +2 circumstance bonus to this save if it is aware that it has been infested by a mohldaleth.
New Abilities
The host gains the following psionic abilities that it may use 3 times per day each: detect thoughts, enthrall. A mohldaleth host also gains darkvision 60 ft.
Combat
In combat, the host and the mohldaleth act as two independent creatures and they make separate initiative rolls. The host can uses its skills, attacks, and powers normally, and the mohldaleth can also act each round on its own initiative. Obviously, the mohldaleth is limited by location of its host, but can otherwise employ any of its psionic powers or spell-like abilities.
So the mohldaleth fills a similar niche as the puppeteer from the 3.x psionics rules, except that it's far more intelligent and doesn't have complete control over the host. This introduces roleplaying opportunities due to its ability to act on its own and potential schisms between the parasite and the host.
I'll post the nihileth, rgleth, shibboleth, and true aboleth later. After that, I'll post the rules for the sli'ess if anyone wants it. The next post will be about the nihileth and its origins, which are deeper than you would expect.
Feel free to ask me questions or offer legal advice.