Let's stick with 1, since I can't recall ever seeing a mindless magical beast.
Added to Homebrews.
Naw, undead aren't usually biophiliacs. Some necromancers, on the other hand....They're done then.
Yes, but some of those are pretty horribly, such as ties promoting Playghoul, the magazine for the discerning Undead gentleman (*shudder*).
Breaking's about all they're good for.![]()
Hellwasp swarms "originate" as vermin, though, so truly mindless works better for them.Hellwasps are mindless magical beasts, at least in small numbers. I'm sure there are other examples if we look.
It needs the Blind SQ as well, going by the original text.
I'd also like to increase the bite damage from 1d4. Preferably 2d4 or 1d8.
Hellwasp swarms "originate" as vermin, though, so truly mindless works better for them.
I can agree with blind and increased damage, too. Any other way to make these slightly more interesting?
The "-3 to opponents’ surprise rolls" suggests excellent stealth. Maybe they have camouflage, blending in to the slimy walls of the Morkoth's tunnels?
+4 racial bonus on Hide and Move Silently, with Hide improving to +8 in underwater tunnels?
I'd prefer a bigger Hide bonus in a tunnel, like +12.
I wasn't going to go for a Move Silently racial bonus, since I imagine these eels lying motionless while waiting for prey, but have no objection to it.
As for the tremorsense/blindsense/blindsight question, I favor just a bit of blindsight.