Intellect Devourer Larva [Ustilagor]

A soft, fungus-furred brain on coral legs, the ustilagor larva whips victims with acid and turns companions against each other, and it always goes for whoever carries gems.

Setting: Core Rules

Appearance

These young intellect devourers share the walking-brain look but are far smaller, soft and moist, without the adult's shell, and carry a supple 3-foot tendril. Footless coral-like legs keep them slow (MV 9), but their quick hops and dodges earn AC 5.

Combat

It can lash with its tendril while using its own version of chemical simulation, which never fails and costs just 1 PSP per strike. The acid is so harsh that a victim who fails a save vs. poison takes 1d4+1 more the following round.

It would rather use id insinuation or an enhanced telempathic projection, lost at adulthood, that imposes one of five moods each round: hatred or distrust of allies, loathing of the area, fear of fungi, or indecision, causing attack, bickering, desertion or dithering. It also has contact, and a basic energy containment (not the adult's improved one) that guards it against spells and the like.

Though psionic, it has no intelligence in human terms, so mind-affecting attacks of any kind fail, psionic blast excepted. Its fungal coat makes it immune to fungal attacks and to any power that affects an aura.

Gems fascinate every ustilagor, perhaps as aids to energy containment, and it will attack a creature carrying gems before any other.

Habitat and Society

Their moisture invites fungi, which in turn keep them damp and mask their psionic aura, defeating aura powers and cerebral parasites. How and when an ustilagor becomes an adult is unknown, though it surely involves minds and psionics, and sages suspect the fungi play a part.

Ecology

Mind reavers consider ustilagors a gourmet treat. Adventurers who survive meeting one often find its gem collection a fine reward.

More: Monsters starting with I · Core Rules monsters · All monsters A-Z
Related: Intellect Devourer

Statistics

Climate/TerrainDark, moist areas
FrequencyRare
OrganizationSolitary
Activity CycleDuring Darkness
DietEmotions
IntelligenceNot ratable
TreasureQ (x1d20)
AlignmentNeutral (evil)
No. Appearing1-3
Armor Class5
Movement9
Hit Dice3+3
THAC017
No. of Attacks1
Damage/Attack1d4+1 (save vs. poison or double)
Special AttacksPsionics
Special DefensesPsionics
Magic ResistanceNil (See below)
SizeT (Brain sized)
MoraleUnsteady (5-7)
XP Value650

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
32/1/4II/M-10150

Psychometabolism - Sciences: energy containment. Devotions: chemical simulation (see below)

Telepathy - Devotions: contact, id insinuation, telempathic projection (see below)