Small/Medium/Big (Stats assume Medium)
A Sentient that has been taken over by a Mind Eater Queen and now commands the colony
hive mind.
Statistics
STR 4
CON 3
AGI 3
DEX 3
INT 4
WIS 3
CHA 3
DEF 4
(Armor 1, Dodge 3),
RaDEF 7
Health 32.5 (5d6 +15)
Saves Fort. 3.5 (+4), Ref. 3 (+3), Will. 3.5 (+4)
Condition Immunities Charmed
Speed 3.5m/sec
Action Skills Beguilement 4 (+3), Insight 3 (+3), Perception 3 (+3), Persuasion 2 (+3)
Weapon Skills Any one 4, Unarmed 3
Senses May have infrared vision
Languages Common and their racial language
Locations All
Passive Abilities
Freeze Weakness. If the Host's Health is reduced to 0 via freeze damage, they go
unconscious and at the start of their
next turn, the Mind Eater Queen slithers out of their nose, mouth, eye, or ear. If the
Queen has not yet laid eggs in the Host's brain as per the
Incubator ability,
then the Host survives; otherwise, they die immediately.
Hive Mind. The Host knows everything every other Host of the same colony does
via very rudimentary telepathy, so long as they are within 100 meters of each other.
Incubator. After 6 days, the Queen lays 2d6 Mind Eater eggs in the Host's brain,
destroying however much brain tissue is needed to make room for the eggs without
impairing the Host's motor functions; after another 6 days, these eggs hatch, typically
damaging much of the remaining brain tissue, rendering this Host unusable and forcing the
Queen to migrate to a new one.
Pain Tolerance. The Host does not suffer from Health loss penalties.
Actions
Punch. Melee attack (Short), 1 target, 1s, 3d4 +4 physical damage.
Weapon Attack. Any weapon, 1 target, 1s+ (depending on the weapon),
4 proficiency, +4 (STR)/+3 (DEX) damage.
Tactics
Once the Queen has taken control of the host, they use them to command the other hosts of
the colony to further the Queen's goals, which is usually to expand the colony and ensure
its survival. Due to their hive mind, the hosts are able to act in an extremely
efficient and well-organized manner, and are practically immune to being taken by
surprise.
Treasure
Treasure: 1d100 change, whatever armor they are wearing, and whatever weapon(s)
they are wielding.