The Voor Larva

OK. I like it a lot. However, there is one question that we need to answer. The original text was rather vague, and did little to explain what happened to a host (living or not) of a voor egg. I paged through the Dawn of the Overmind module, and found a description of what happens when a ship passes through a voor nebula (page 9, if you have it), which does not describe any damage to anything, even the ship. Thus, we don’t know whether the process kills a host or even if they are harmed at all. The question this puts to me – do we want to make this a fatal attack?
 

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I could go either way on its fatality. Since the slaad implant kills 'em, I just modeled it the same. Regardless, it should at least do a fair amount of damage on its way out.

For the object, rather than destroying it, should it instead do hp damage? This way, a ship wouldn't be destroyed but a crate might. If so, maybe 3d6 damage per hour (which bypasses hardness)?
 

Shade said:
I could go either way on its fatality. Since the slaad implant kills 'em, I just modeled it the same. Regardless, it should at least do a fair amount of damage on its way out.

well, if we’re going to have this as an ability at all, we might as well make it fatal. ;) and, innovating on an already existing creature might make it even more attractive for printing. :) note that on the original, the chrysalis hatches in 1d6 hours, not a week, thus a short ship journey would be enough to kill someone.

Shade said:
For the object, rather than destroying it, should it instead do hp damage? This way, a ship wouldn't be destroyed but a crate might. If so, maybe 3d6 damage per hour (which bypasses hardness)?

that seems reasonable. I mean, the larva is forming itself from the materials around it – so, while that would completely destroy smaller objects, a bigger object like a ship would just need to be repaired. And I like the addition of corporeal undead and constructs, which would be treated as objects for the purposes of this attack. Don’t forget that part of their bodies consist of whatever material the spores used to form the chrysalis.

Given that we are turning the voor dust into an ability, the flavor text needs to be rewritten, so let’s try this:

The murderous voor were once the ancient racial enemies of the illithids. The two races warred for centuries, until the illithids began to win, and the voor retreated to the Astral plane. Eventually, the illithids found the last of them and managed to annihilate all the living voor. No record of their existence remains.

Before they were destroyed, the voor formed huge clouds of mist on the Astral plane to store their dormant seed. Githyanki and other creatures of the Astral know to avoid these greenish clouds. This ancient mist stores voor dust, which can infest anything that moves through it. This instrument of the voors’ vengeance will attach spores to any creature or object, which will grow into new larvae. Since the elimination of the voor so many centuries ago, no known voor larva has yet reached the adult stage.

A voor larva is 8 feet long, and weighs X pounds.

Combat
A voor larva’s wings don’t allow the creature to fly, but their tips are razor sharp and are used as claws instead. Usually, a single larva will produce a trill while the others in its group press the attack. Hatred of illithids remains in the voor’s racial memory, and larvae will try to destroy any they find. Newly hatched voor larvae will search meticulously for life forms before securing that area and moving on. Larvae will destroy any organic creatures on the chance that they may be mind flayer thralls.
 

Oooh....I like that flavor text! :D

Take two....

Voor Dust (Ex): A creature that passes through a cloud of voor dust while on the Astral Plane must succeed on a DC X Reflex save or several specks of the dust adhere to it. These specks are very difficult to notice (requiring a DC 30 Spot check), and even if noticed, will most likely be considered normal dust. A DC 30 Knowledge (the planes) checks reveals the true nature of the dust. While on the Astral Plane, the dust has no effect. If the creature leaves the Astral Plane, the affected creature must succeed on a DC X Fortitude save to avoid infestation. The save DCs are Constitution-based.

If the save fails, the speck begins to rapidly grow, forming a chrysalis in 1d4 hours. This is an extremely painful process, dealing 1d4 points of Constitution damage each hour. The chrysalis gestates for 1d6 more hours before hatching into a voor larva that eats its way out, killing the host. Twenty-four hours before the chrysalis fully matures, the victim falls extremely ill (-10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the chrysalis, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

The dust can also infect objects. The object must be of at least Small size, allowing enough room for the chrysalis to form. If an unattended object passes through a voor dust cloud, it is entitled to a DC X Reflex save as if it were a creature. If removed from the Astral Plane, the voor chrysalis immediately forms in the object. The object takes 3d6 points of damage per hour (which bypasses hardness). If the chrysalis is allowed to hatch, the object suffers an additional 3d6 points of damage. Since the voor dust can affect objects, constructs and undead are not immune to its effects, suffering damage as an object (damage reduction does not apply).
 

One more thought...remove disease should still kill the seed on an object, but would a Heal check still be appropriate? If not, what Craft or Knowledge skill would best work in this situation?
 

OK, I like it. :) SA or SQ?

Shade said:
One more thought...remove disease should still kill the seed on an object, but would a Heal check still be appropriate? If not, what Craft or Knowledge skill would best work in this situation?

I don’t think a Heal check would be appropriate, unless it is also used in other cases of objects or nonliving creatures. I don’t know that any one specific Craft or Knowledge check could be applied, given that just about any type of material can be used, so maybe we could say something like “an appropriate Craft skill check”.
 

I'd say SA, even though it is passive.

Good call. "an appropriate Craft skill check" should cover it. And since remove disease doesn't affect objects, I'm replacing it with make whole.

The latest revision...

Voor Dust (Ex): A creature that passes through a cloud of voor dust while on the Astral Plane must succeed on a DC X Reflex save or several specks of the dust adhere to it. These specks are very difficult to notice (requiring a DC 30 Spot check), and even if noticed, will most likely be considered normal dust. A DC 30 Knowledge (the planes) checks reveals the true nature of the dust. While on the Astral Plane, the dust has no effect. If the creature leaves the Astral Plane, the affected creature must succeed on a DC X Fortitude save to avoid infestation. The save DCs are Constitution-based.

If the save fails, the speck begins to rapidly grow, forming a chrysalis in 1d4 hours. This is an extremely painful process, dealing 1d4 points of Constitution damage each hour. The chrysalis gestates for 1d6 more hours before hatching into a voor larva that eats its way out, killing the host. Twenty-four hours before the chrysalis fully matures, the victim falls extremely ill (-10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the chrysalis, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

The dust can also infect objects. The object must be of at least Small size, allowing enough room for the chrysalis to form. If an unattended object passes through a voor dust cloud, it is entitled to a DC X Reflex save as if it were a creature. If removed from the Astral Plane, the voor chrysalis immediately forms in the object. The object takes 3d6 points of damage per hour (which bypasses hardness). If the chrysalis is allowed to hatch, the object suffers an additional 3d6 points of damage. A make whole spell removes the chrysalis from an object, as does a DC 25 Craft check of the appropriate type (such as metalworking for a steel object). If the check fails, the Craft check can be tried again, but each attempt requires additinal costs (see Repairing Items in the Craft skill description).

Since the voor dust can affect objects, constructs and undead are not immune to its effects, suffering damage as an object (damage reduction does not apply).
 




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