Mindslaver Mold; CR: 3; XP: 800; Align: NE; Small plant
Init: +7; Senses: low-light vision; Perception +8
DEFENSE: AC: 15; TAC: 15; FFAC: 11; HD: 4d8+12; HP: 30; Saves: For: +7, Ref: +4, Will: +2; SR: 14, Defensive Abilities: avoidance, Immune: cold, plant traits, Resist: acid 10
OFFENSE: Speed: 5 ft., climb 5 ft. ; Ranged: spore pod +7 touch (spores); Special Attacks: infestation, spores;
Spell-Like Abilities: (CL 8th; concentration +9)
1/day - dominate person (DC 16)
Statistics: Str: 2; Dex: 17; Con: 17; Int: 14; Wis: 12; Cha: 13; BAB: +3; CMB: -2; CMD: 12 (can't be tripped)
Feats: Dodge, Improved Initiative
Skills: Plant: (2+Int/HD) Climb (S) +8, Escape Artist (D) +7, Perception (W)(c) +8, Stealth (D)(c) +14
Special Abilities:
Avoidance (Ex): When a mindslaver mold is infesting a living or undead creature and would be hit by an attack, it can make a Reflex save as an immediate action. If the mold succeeds, the attack doesn’t harm it and instead harms the infested creature—the mold effectively slithers out of the way of the incoming attack so that the blow strikes the creature it controls. The mindslaver mold must choose to attempt avoidance after the attack roll is resolved but before damage is rolled.
Infestation (Su): A mindslaver mold can climb onto and attach itself to a willing or helpless host as a standard action. As long as the mold infests its host, the mold shares the same 5-foot square with its host’s space; this does not negatively impact the host or the mold. As long as a mindslaver mold infests a host, the host takes a –4 penalty on Will saves against the mindslaver mold’s dominate person spell-like ability, and the duration of that spell-like ability on the host becomes permanent as long as the mold remains attached. Each day, an attached mindslaver mold deals 1d4 points of damage to its host as it feeds on the host’s blood and other bodily fluids. A mindslaver mold can be torn free of a host with a successful DC 15 Strength check as a standard action—doing so deals 2d6 points of damage to the host as the mold’s tendrils tear free. A dead mindslaver mold deals no damage in this way.
Mold Mindlink (Su): A mindslaver mold can communicate telepathically with any other mindslaver mold within 10 miles, and knows the condition of all other mindslaver molds in this area as if it had a status spell in effect on all other molds.
Spore Pod (Ex): A mindslaver mold’s sole physical attack is to launch a spore pod the size of a sling bullet. This is a ranged touch attack that has a range increment of 20 feet.
Spores (Su): Whenever a mindslaver mold hits a creature with its spore pod, or whenever a creature touches a mindslaver mold (including when a creature hits the mold with a touch attack, unarmed strike, or natural attack), the creature must succeed at a DC 15 Fortitude save or take 1d4 points of Wisdom damage as the mold’s spores swiftly drain away the victim’s willpower and sense of self. The save DC is Constitution-based.
Languages: Aklo, Common, Sylvan (can’t speak any language); mold mindlink
Special Qualities:
Environment: any
Organization: solitary or infestation (2–10)
Treasure: incidental
"A thick sheet of filthy green fungus grows in twisting patterns across the shoulders and back of this feral-looking man."
Golem, Carrion; CR: 4; XP: 1,200; Align: N; Medium construct
Init: +1; Senses: blindsense 10 ft., darkvision 60 ft., low-light vision; Perception +0, Aura foul stench (DC 12, 1 round)
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 4d10+20; HP: 42; Saves: For: +1, Ref: +2, Will: +1; DR: 5/bludgeoning; Immune: construct traits, magic
OFFENSE: Speed: 30 ft.; Melee: 2 slams +7 (1d8+3 plus disease); Special Attacks: plague carrier;
Statistics: Str: 17; Dex: 12; Con: -; Int: -; Wis: 11; Cha: 1; BAB: +4; CMB: +7; CMD: 18
Special Abilities:
Foul Stench (Ex): This functions as the stench ability, but causes affected creatures to be nauseated rather than sickened.
Immune to Magic (Ex): A carrion golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
- Gentle repose causes a carrion golem to become stiff and helpless for 1d4 rounds if it fails a Will save against the spell.
- Animate dead causes the various parts of the golem’s body to shudder and tear, dealing 1d6 points of damage per caster level to the golem (no save).
- Any magical attack that deals cold or fire damage slows a carrion golem (as the slow spell) for 2d6 rounds (no save).
- Any magical attack that deals electricity damage hastes a carrion golem (as the haste spell) for 2d6 rounds.
Plague Carrier (Ex): When a carrion golem is created, its creator infects it with a specific disease. The carrion golem can then infect those it strikes with its slams with this disease—most carrion golems inflict filth fever. The save DC is Constitution-based and includes a +2 racial bonus.
Filth Fever: slam—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
"A lurching mash-up of rotting flesh, jagged bone, and coarse hair, this humanoid monstrosity reeks of death and decay."