DnDChick
Demon Queen of Templates
MINDWORM
Fine Outsider (Lesser Independent Race) (Incorporeal)
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2 (Dex)
Speed: 100 ft. fly (perfect)
AC: 21 (+8 size, +2 Dex, +1 deflection)
Attacks: None (see below)
Damage: None
Face/Reach: 0 ft. by 0 ft./0 ft.
Special Attacks: Thought parasite, mind blast
Special Qualities: Invisibility, entrenched
Saves: Fort +2, Ref +4, Will +2
Abilities: Str —, Dex 14, Con 10, Int 3, Wis 11, Cha 12
CR: 1/4
Climate/Terrain: The human mind
Organization: Solitary
Treasure: None
Alignment: Always neutral
Advancement: to 1HD (Diminutive)
Sanity Loss: 0/1d4
“No!” wailed Johann as he tore the papers from my hand and scattered them around the room. “Forget the cat-scans, forget the MRIs, forget the EEGs! You’re not listening to what I tell you—the worm is not in my brain, it’s in my mind!”
A mindworm is a telepathic creature from a dimension unknown to Man. It exists as a being of pure thought, attracted to instances of unusual or strong emotion in humans. The body of a mindworm is naturally invisible and insubstantial, but certain spells and special abilities can reveal the presence of one of these strange beings. If a mindworm can somehow be discerned, it appears as an undulating, hazy outline with the approximate dimensions of a human finger. They have been compared to ethereal maggots, feeding on insanity and on the vile thoughts festering in the darkest corners of the human mind. It is important to note that a mindworm has no true physical form and is a manifestation of pure thought.
It is unknown where mindworms truly originate from but it has been speculated that they originate within the mind itself, that they are spontaneously generated by insanity. A person infested by a mindworm suffers from what would to a psychologist appear to be a form of schizophrenia. The victim sees brief flashes of wriggling, shadowy images out of the corner of his eye or hears noises and voices that have no explanation. A mindworm host soon begins to descent into a dark world of paranoia from which there is no return.
Combat
Mindworms have no physical attacks, and are actually quite incapable of defending themselves in combat. Their arena is the mind, and their attacks take place in that arena.
Thought Parasite (Su): A mindworm feeds on thought the way a maggot feeds on rotting meat, growing larger and inflicting more harm on the mind of its host. Every time a character infested with a mindworm suffers Sanity loss, increase the amount lost by one. If the victim suffers a bout of temporary insanity, regardless of the length, he must make a Will save (DC 11 + Sanity lost) or suffer 1 point of permanent ability score damage from Intelligence, Wisdom, or Charisma (determine randomly).
Mindblast (Sp): At will once per round, a mindworm can unleash a devastating psychic assault on anything that threatens it, including its host. This operates exactly like the mind blast spell, except the mindworm suffers no ability score or sanity loss. The target is allowed a Will save (DC 11) to resist.
Invisibility (Ex): A mindworm is naturally invisible and gains all the advantages of attributed to invisibility (attacker must guess the mindworm’s location, and attacks made against the mindworm are each 50% likely to miss). Certain spells and substances can cause the mindworm to appear briefly, however.
Entrenched (Ex): Once it comes into being in a human mind, a mindworm is exceedingly difficult to remove. It does not respond to any psychotherapy the victim receives, and psycho reactive treatments and drugs have no effect on it. It can only be combated psychically or through spells. A Mind Probe pits the psychic performing the probe against the mindworm; the psychic must roll her Charisma opposed by the Charisma of the mindworm. Success by the psychic drives out the mindworm, while failure costs the psychic 1d4 Sanity as she makes direct contact with the alien thought patterns of the mindworm. Certain spells such as cast out devil may affect a mindworm at the GM’s discretion.
Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, and spell-like abilities. Immune to all nonmagical attack forms, and any attack from a physical source has a 50% chance to miss. Can pass through solid objects at will and ignores armor and shields. Always moves silently.
Fine Outsider (Lesser Independent Race) (Incorporeal)
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2 (Dex)
Speed: 100 ft. fly (perfect)
AC: 21 (+8 size, +2 Dex, +1 deflection)
Attacks: None (see below)
Damage: None
Face/Reach: 0 ft. by 0 ft./0 ft.
Special Attacks: Thought parasite, mind blast
Special Qualities: Invisibility, entrenched
Saves: Fort +2, Ref +4, Will +2
Abilities: Str —, Dex 14, Con 10, Int 3, Wis 11, Cha 12
CR: 1/4
Climate/Terrain: The human mind
Organization: Solitary
Treasure: None
Alignment: Always neutral
Advancement: to 1HD (Diminutive)
Sanity Loss: 0/1d4
“No!” wailed Johann as he tore the papers from my hand and scattered them around the room. “Forget the cat-scans, forget the MRIs, forget the EEGs! You’re not listening to what I tell you—the worm is not in my brain, it’s in my mind!”
A mindworm is a telepathic creature from a dimension unknown to Man. It exists as a being of pure thought, attracted to instances of unusual or strong emotion in humans. The body of a mindworm is naturally invisible and insubstantial, but certain spells and special abilities can reveal the presence of one of these strange beings. If a mindworm can somehow be discerned, it appears as an undulating, hazy outline with the approximate dimensions of a human finger. They have been compared to ethereal maggots, feeding on insanity and on the vile thoughts festering in the darkest corners of the human mind. It is important to note that a mindworm has no true physical form and is a manifestation of pure thought.
It is unknown where mindworms truly originate from but it has been speculated that they originate within the mind itself, that they are spontaneously generated by insanity. A person infested by a mindworm suffers from what would to a psychologist appear to be a form of schizophrenia. The victim sees brief flashes of wriggling, shadowy images out of the corner of his eye or hears noises and voices that have no explanation. A mindworm host soon begins to descent into a dark world of paranoia from which there is no return.
Combat
Mindworms have no physical attacks, and are actually quite incapable of defending themselves in combat. Their arena is the mind, and their attacks take place in that arena.
Thought Parasite (Su): A mindworm feeds on thought the way a maggot feeds on rotting meat, growing larger and inflicting more harm on the mind of its host. Every time a character infested with a mindworm suffers Sanity loss, increase the amount lost by one. If the victim suffers a bout of temporary insanity, regardless of the length, he must make a Will save (DC 11 + Sanity lost) or suffer 1 point of permanent ability score damage from Intelligence, Wisdom, or Charisma (determine randomly).
Mindblast (Sp): At will once per round, a mindworm can unleash a devastating psychic assault on anything that threatens it, including its host. This operates exactly like the mind blast spell, except the mindworm suffers no ability score or sanity loss. The target is allowed a Will save (DC 11) to resist.
Invisibility (Ex): A mindworm is naturally invisible and gains all the advantages of attributed to invisibility (attacker must guess the mindworm’s location, and attacks made against the mindworm are each 50% likely to miss). Certain spells and substances can cause the mindworm to appear briefly, however.
Entrenched (Ex): Once it comes into being in a human mind, a mindworm is exceedingly difficult to remove. It does not respond to any psychotherapy the victim receives, and psycho reactive treatments and drugs have no effect on it. It can only be combated psychically or through spells. A Mind Probe pits the psychic performing the probe against the mindworm; the psychic must roll her Charisma opposed by the Charisma of the mindworm. Success by the psychic drives out the mindworm, while failure costs the psychic 1d4 Sanity as she makes direct contact with the alien thought patterns of the mindworm. Certain spells such as cast out devil may affect a mindworm at the GM’s discretion.
Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, and spell-like abilities. Immune to all nonmagical attack forms, and any attack from a physical source has a 50% chance to miss. Can pass through solid objects at will and ignores armor and shields. Always moves silently.
Last edited: