Death
The death of a False Keraptis forces the hierarchical mind to make a successful saving throw vs. death magic as a wizard of its current level or instantly cease to exist. Success indicates that the hierarchical mind has 1 turn to reseat itself in a new body; if it cannot, it dies. The hierarchical mind can automatically assume control of any subsumed mind in its own infrastructure, so it preferentially selects the nearest one. If none are available, it can try to force its way into an imprinted (but not yet subsumed host), who must then make a successful saving throw vs. spell to resist. Should the hierarchical mind fail to reseat in its selected host, it can try for another on each subsequent round, until either it is successful or it dies. It cannot make a second attempt on any single host, however.
Successful reseating grants the hierarchical mind all the powers or benefits of its new body, though it loses those associated with the old one. Its spell-like abilities and “memories” remain intact, as do its connections with its remaining subsumed minds--in essence, the new host immediately ”becomes” the old False Keraptis.
The death of a hierarchical mind immediately releases all its subsumed minds, but does not restore the lost personalities, levels, or free will of those victims. Another False Keraptis can automatically add those subsumed minds to his own hierarchy by physically touching the husks; if that does not occur, the husks remain utterly devoid of mental capacity until retrained from scratch.