Reavercyte

Eyeless, tentacled slugs descended from orphaned mind reaver tadpoles, reavercytes drift in writhing masses through lightless tunnels, stinging anything that might be a threat.

Setting: Core Rules · Sources: Dawn of the Overmind

Appearance

Each is a blind, slime-coated slug four feet long, mottled brown and violet, with four tentacles forming a quarter of its length. Groups of 3 to 30 twine together into one shapeless heap of flesh that grinds through the dark, leaving a broad trail of drying mucus.

Though they have animal wits and no speech, they telepathically sense living beings within 30 feet and their own kind within 100.

Combat

Not meat-eaters, they are aggressive anyway, being the staple prey of starving reaver wyrms. They strike first at any possible threat, which sometimes persuades a hunting wyrm to seek a smaller mass; enough masses together might one day kill one.

A mass gangs up on one foe. Each tentacle hit deals only 1 hp, but up to eight of these Small creatures can hit a Medium target at once.

Adapted to the wyrm's flesh-melting breath, they take 1/4 damage from any acid but double damage from fire. Their mind reaver ancestry leaves them 25% magic resistance.

Habitat and Society

After the mind reaver empire fell, a few orphaned tadpoles adapted instead of dying. They abandoned swimming for crawling over bare stone in family masses and became a true species, every member budded from another.

At full length a reavercyte lies torpid for 24 hours gorging on psychic radiation, then buds over 48 hours, losing about 25% of its mass to a foot-long offspring that, well fed, matures in about 360 sleep periods, one local year.

Ecology

Like the primitive mosses, they live on the drifting psychic field of their disc-shaped world, and they are the only food of its few reaver wyrms. The field waxes and wanes at random, so the masses wander endlessly through the deepest passages. No natural route links those depths to either face of the disc, so they are sealed in its damp dark forever.

More: Monsters starting with R · Core Rules monsters · All monsters A-Z

Statistics

Climate/TerrainSubpenumbra: The the deepest passages
FrequencyCommon
OrganizationMass
Activity CycleAny
DietPsychosphere radiation
IntelligenceAnimal (1)
TreasureNil
AlignmentNeutral
No. Appearing3d10
Armor Class6
Movement6
Hit Dice4
THAC017
No. of Attacks4 (tentacles)
Damage/Attack1 (×4)
Special AttacksNil
Special Defenses¼ damage from acid
Magic Resistance25%
SizeS (4' long)
MoraleElite (14)
XP Value420