Mind Worm

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BOZ

Creature Cataloguer
This is an original creation by Knight Otu.


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Well, considering that this is supposed to be for the illithid article, we might want to, but just maybe, mention the mind flayers. ;)

For that, we can at least change the last sentence before the combat section:

Due to this ability, illithids, who are credited with creating the mind worms, have used them as assassins or bounty hunters.

In psionics, we might consider replacing greater scrying with remote viewing, though it isn't necessary (and I'd prefer to keep it at greater scrying).

Any reference to caster level should be changed to manifester level.
 

We could also change this...

Thought to be an experimental creation of a powerful psionic race,

...to this...

Thought to be an experimental creation of the mind flayers,

A few quick stat block observations:

- Change SR to spell resistance
- Add synergy skills: Surival +2 (+4 on other planes)
 

These guys are probably going to need some simplification… I’m going to give them a nice, thorough readover today, to see what is what. ;) it seems to be a bit of a mess at the moment – nothing that can’t be fixed though, I’m sure.
 

A few things right off:

I think this one should be two abilities, a Su Far Swallow, and an Ex ability similar to the regular Swallow attack:
Far Swallow (Ex/Su): Any opponent that is subjected to a critical hit of a probe worm attack must succeed at a Will save (DC 28 ) or be transported into the mind worm's interior. This transportation is a supernatural Teleportation effect. Once inside, the opponent takes 2d6+13 points of crushing damage plus 6 points of acid damage per round from the worm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 18 ). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The save DC is Charisma-based and includes the creature's Ability Focus feat.
The worm's interior can hold one Large, four Medium-Size, sixteen Small, or sixty-four Tiny or smaller opponents.
The worm's interior is more vulnerable to energy damage than the outer side of the creature. Any effect that deals cold, electricity or fire damage deals half again as much damage (+50 %) than normal to the worm when used by a swallowed creature.

Also, not sure about that "more vulnerable on the interior" thing? Are you sure you want that in there?

For this one, I think the acid and mind-affecting effects should be left on the stat block. Change the name to "immersion alertness" or something like that:
Immunities: Mind worms are immune to acid and mind-influencing effects. If it is immersed in water, the mind worm is not subject to critical hits and cannot be flanked.

Changing this:
Constitution Drain (Ex): A creature successfully hit by a probe worm suffers 1d4 points of permanent Constitution drain, or 2d4 points of permanent Constitution drain on a successful critical hit.
To this:
Constitution Drain (Ex): Living creatures hit by a probe worm's attack take 1d4 points of Constitution drain (double damage on a successful critical hit).
 

Something like this?

Far Swallow (Su): If the mind worm scores a critical hit with a probe worm attack, the victim must succeed on a DC 28 Will save or be immediately transported into the mind worm's interior, allowing the mind worm to immediately swallow the opponent (no grapple check required). This is a conjuration (teleportation) effect. The save DC is Constitution(?)-based.
 

Shade said:
Something like this?

Far Swallow (Su): If the mind worm scores a critical hit with a probe worm attack, the victim must succeed on a DC 28 Will save or be immediately transported into the mind worm's interior, allowing the mind worm to immediately swallow the opponent (no grapple check required). This is a conjuration (teleportation) effect. The save DC is Constitution(?)-based.

there you go, that’s what I was looking for. Now, since that is a magical attack, maybe it would be a good idea to leave it at Charisma-based?

Then, it would be followed by this from the more traditional swallow whole attack (it might not need to be separated into two abilities if we make this the second paragraph for the above power):

A swallowed creature takes 2d6+13 points of crushing damage plus 6 points of acid damage per round from the mind worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the worm’s gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A mind worm's interior can hold 1 Large, 4 Medium, 16 Small, or 64 Tiny or smaller creatures.

And I’m still not certain about this part:

The worm's interior is more vulnerable to energy damage than the outer side of the creature. Any effect that deals cold, electricity or fire damage deals half again as much damage (+50 %) than normal to the worm when used by a swallowed creature.
 

I'd leave it Charisma-based as well. It seems to make more sense.

Ditch the interior vulnerabilities. They pretty much fall into "it seemed as a good idea at the time..."
 

Sorry for the confusion. I wasn't suggesting Con-based, I was just too lazy to look up what ability score was used. :o
 

OK, how is this then? :)
Far Swallow (Su): If the mind worm scores a critical hit with a probe worm attack, the victim must succeed on a DC 28 Will save or be immediately transported into the mind worm's interior, allowing the mind worm to immediately swallow the opponent (no grapple check required). This is a conjuration (teleportation) effect. The save DC is Charisma-based.
A swallowed creature takes 2d6+13 points of crushing damage plus 6 points of acid damage per round from the mind worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the worm’s gizzard (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A mind worm's interior can hold 1 Large, 4 Medium, 16 Small, or 64 Tiny or smaller creatures.

For this one, I think the acid and mind-affecting effects should be left on the stat block. Change the name to “immersion alertness” or something like that:
Immunities: Mind worms are immune to acid and mind-influencing effects. If it is immersed in water, the mind worm is not subject to critical hits and cannot be flanked.

Changing this:
Constitution Drain (Ex): A creature successfully hit by a probe worm suffers 1d4 points of permanent Constitution drain, or 2d4 points of permanent Constitution drain on a successful critical hit.
To this:
Constitution Drain (Ex): Living creatures hit by a probe worm’s attack take 1d4 points of Constitution drain (double damage on a successful critical hit).
 

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