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MIND GORGER XP 4,800 CR 8 HP 105
NE Tiny aberration (shapechanger) technomancer
DEFENCES: Init +4; Senses darkvision 60 ft.; Perception +16
EAC 19; KAC 20 Fort +7 ; Ref +7; Will +11
Much more below.
OFFENCE Speed 30 ft., burrow 30 ft.
Melee claws +15 (1d12+8 S; critical paral.poison)
Ranged psychic spit +13 (1d10+8 E; critical helpless)
Space 2-1/2 ft.; Reach 0 ft. (or less)
Technomancer Spells Known (CL 8th; ranged +13)
3rd (3/day) - Nondetection (DC 20), Tongues (DC 20)
2nd (6/day) - Daze Monster (DC 19), Invisibility (DC 19), Knock, Spider Climb (DC 19)
1st (at will) - Disguise Self (DC 18), Keen Senses (DC 18)
TACTICS
Sneaky git what rides insides other bodies and taps their nervous systems.
STATISTICS
Str +0; Dex +4; Con +0; Int +6; Wis +2; Cha +0
Skills Bluff +21, Computers +21, Disguise +21, Mysticism +21
Culture +12, Perception +12, Sense Motive +8, Stealth +29, Profession: Actor +15
Languages Aklo, Infernal, Limited telepathy
Other abilities change shape, compression
Gear as possessd by last target. SAMPLE:
ARMOR, Level. Price, EAC , KAC, Max Dex Check Pen,
D-suit I ; 5 ; 2,980 ; +5 ; +6 ; +5 ; –
GUN : Vercite Traders - Semi-Auto Shock Pistol; Small arm – one-handed
Level: 6 ; Price: 4850 ; Damage: 2d4 E ; Range: 40 ft. ; ; Critical: - ;
Capacity: 80 charges ; Usage: 4 ; Bulk: L ; Special: Stun
ECOLOGY
Loners, and they reproduce by fission (destroys current host) every 3-5 years. Lucky adventurers will encounter a baby one.
They like to take over a body then accomplish some twisted goal, like steal 5,000,000 credits, or kill 7 children,
or release the dam spillway into a town, or pull the giant lever that disconnects a docked cruise liner. Burn down a fuel refinery complex. They then leap out of the body and leave the pathetic victim to take the rap.
They especially like to telepathize into the brains of those who get the death penalty, or that the police kill, as nothing (for them)
beats the joy of feeling someone innocent get the electric chair, or shot, or whatever. From a human point of view they are quite demented.
Heads up! unlike Int.Devs from a TSR game they do not destroy the brain or erase the victim permanently.
TECHNOMANCER ABILITIES
Resolve points 5
Technomancer abilities all “spells” are internal, without devices, like psychic powers.
Technomancer special rules Telepathic Message, Token Spell, Magic Negation, Technomantic Proficiency. Reboot Mind.
Technomancer gear see above. They love wearable items like Aeon stones.
Compression (Ex) The creature can move through an area as small as one-quarter of its space without squeezing or one-eighth its space when squeezing.
DR 5/adamantine and magic; Immune sonic, mind-affecting effects;
Resist cold 10, electricity 10, fire 10; SR 23
Weaknesses vulnerability to Zone of Truth (stunned and compelled to flee D4 rounds)
vulnerability to Command, (they will obey for 1D20 rounds)
Blindsight Exotic.
BODY THIEF: It shrinks down to Fine size and crawls into the helpless victim. Victim can also be dead, if less than 4 hours ago. Cannot be undead, draconic, elemental, construct, or plant. Then it taps the spine or nervous system, and starts running the show. It may show up on certain scanners as a parasite or tumor. Most medics will not know what the problem is. It can use languages, skills, memories of the victim at 50% accuracy. IE the victim has Science at +11. The gorger can puppet the victim but the science skill will be at +6. For non skill memories, basically give the gorger 50% chance to get it right, and if fails it can still attempt bluff.
Cure Self 3x day.