Mindslaver Mold
Mindslaver mold is an infestation from the primal world of fey that is particularly common in remote forests, islands, and mountain valleys where it is sometimes worshiped as a strange god by isolated, primitive tribes. The mold is joined together by a single consciousness, though individual patches retain their own goals. It seeks humanoid hosts, parasitizing them and forcing them to serve as its bodyguards and protectors.
- HP
- 30 (4d8+12); fast healing 2
- AC
- 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
- Speed
- 5 ft., climb 5 ft.
- Init
- +7
- Ranged
- spore pod +7 touch (spores)
- BAB
- +3
- CMB
- –2
- CMD
- 12 (can't be tripped)
- Fort
- +7
- Ref
- +4
- Will
- +2
- SR
- 14
- Defensive Abilities
- avoidance
Infestation — A mindslaver mold can climb onto and attach itself to a willing or helpless host as a standard action. As long as the mold infests its host, the mold shares the same 5-foot square with its host's space; this does not negatively impact the host or the mold. As long as a mindslaver mold infests a host, the host takes a -4 penalty on Will saves against the mindslaver mold's dominate person spell-like ability, and the duration of that spell-like ability on the host becomes permanent as long as the mold remains attached. Each day, an attached mindslaver mold deals 1d4 points of damage to its host as it feeds on the host's blood and other bodily fluids. A mindslaver mold can be torn free of a host with a successful DC 15 Strength check as a standard action—doing so deals 2d6 points of damage to the host as the mold's tendrils tear free. A dead mindslaver mold deals no damage in this way.
Spores — Whenever a mindslaver mold hits a creature with its spore pod, or whenever a creature touches a mindslaver mold (including when a creature hits the mold with a touch attack, unarmed strike, or natural attack), the creature must succeed at a DC 15 Fortitude save or take 1d4 points of Wisdom damage as the mold's spores swiftly drain away the victim's willpower and sense of self. The save DC is Constitution-based.
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
Climb +8, Escape Artist +7, Perception +8, Stealth +14
- Type
- Plant
- Alignment
- NE
- Size
- Small
- Environment
- any
- Organization
- solitary or infestation (2–10)
- Treasure
- incidental
- Senses
- low-light vision; Perception +8
- Languages
- Aklo, Common, Sylvan (can't speak any language); mold mindlink
- Source
- Bestiary 4
Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.
-
Uses feat: Dodge (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Improved Initiative (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.
How publishing works Browse worldsLoading references...