Or if it stuns too, maybe:
Dominating Pseudopod (Variant #5). Melee Spell Attack, +4 to hit, reach 5 ft., one target. Hit: 11 (2d10) psychic damage and stunned for 1 round, if the target succeeds at a DC 14 wisdom save they take half damage and are not stunned. This psychic damage cannot reduce the target to negative hit points. If the damage reduces the target to 0 hit points, the enslaver can use Enslave (see Reactions).
An enslaver cannot use Dominating Pseudopod if it has a creature dominated with Enslave.
Okay, I've had a night's sleep, so here's a few more ideas to consider.
Firstly, I'm thinking there's no rule forbidding the use Intelligence on a Weapon Attack to hit if we wanted to, so it doesn't have to be "Spell Attack" in there.
Secondly, I'm thinking we can increase the Dexterity and use that for the Attack if we wanted to.
Thirdly, We used Int for its Stealth when it should be Dex! Its –3 Dex modifier means it'll only have Stealth –1 with regular proficiency. If we gave it increased Dex as mentioned above that'd allow for a decent Stealth skill.
Fourthly, the original monster uses "saving throw vs paralyzation" to determine domination. Paralyzation is a saving throw type a target is more likely to succeed against in 1E AD&D (i.e. it has the equivalent of a low DC), so I'm thinking we should use Charisma instead of Intelligence for DC 12 (or 14 for
Enslave).
Fifthly, if we wanted to use a "save for half damage" mechanism, we can still include an ability modifier in the damage if we wanted to.
Sixthly, I can't help wondering "does it really need Wisdom 18?" It's a chaotic loner who can't even be bothered looking after it's host, there's no indication it's more observant that a regular creature, and it's immune to many effects that require Wisdom saves (like charm). It deserves a high Charisma to reflect its dominating personality.
Seventhly, It should be immune to Dominated as well as Charmed.
Putting that all together would be.
All the tweaks!:
STR | DEX | CON | INT | WIS | CHA |
---|
5 (−3) | 13 (+1) | 14 (+2) | 18 (+2) | 14 (+2) | 15 (+2) |
Skills Deception +6, Perception +4, Stealth +5
Condition Immunities blinded, charmed, dominated, frightened
Senses passive Perception 13
Dominating Pseudopod (Variant #6).
Melee Weapon Attack, +3 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) psychic damage and stunned for 1 round, if the target succeeds at a DC 12 Wisdom save they take half damage and are not stunned. This psychic damage cannot reduce the target to negative hit points. If the damage reduces the target to 0 hit points, the enslaver can use
Enslave (see Reactions).
An enslaver cannot use Dominating Pseudopod if it has a creature dominated with
Enslave.
Enslave (Variant #2). [
Wisdom save becomes DC 14]
EDIT: Just noticed my previous post had some "wisdom saves" that should be capitalized to "Wisdom". They've been corrected. :ENDEDIT