Mind Melter
by Jacob SkytteMIND MELTER (Vez-thaggh)
Armour Class: 5
Hit Dice: 5**
Move: 120' (40')
Attacks: 2 claws, 1 Mind Melt, or tentacles
Damage: 1d6/1d6, special, special
No. Appearing: 1d4 (1d4)
Save As: M10
Morale: 7
Treasure Type: F
Intelligence: 6
Alignment: Chaotic
XP Value: 425The Mind Melter is a creature native to the Nightmare Dimension. In that dimension they are known as "Vez-thaggh" or Brain Scavengers. They are humanoid in appearance, with dull grey skin, making them able to blend in with rocky terrain. Their hands have three fingers that end in sharp, strong claws, that they can use to defend themselves. They have no opposable thumbs. Their heads are vaguely octopoid, and feature two slightly glowing yellow, bulbous eyes, and a small mouth circled by four foot-long tentacles. These tentacles are used to extract brains from their prey, since they can feed only on cerebral matter.
The Mind Melters roam the wilderness of the Nightmare Dimension in small flocks looking for carrion or weak creatures to overcome, so that they may eat their brains. The creature has limited intelligence, but is able to communicate telepathically. It cannot speak, but may make hissing, sputtering noises. The creatures are cunning, and are able to create intricate traps, particularly when working together in a small flock.
In the Nightmare Dimension they are at best considered a nuisance. However, when they find their way to the Prime Plane, they become highly feared, and have come to be known as Mind Melters. This is because their telepathic powers work differently on creatures from the Prime Plane. When the Mind Melter uses telepathy on a Prime Planar being, it's alien thoughts produce an effect known as the Mind Melt. This is a devastating telepathic attack that will likely render it's victim(s) prone, so that it may feed unopposed. The creature can affect a specific character within 60' (in which case the victim gets a -2 penalty on it's Saving Throw), or affect everyone within 10'. Affected creatures must Save vs. Death Ray (modified by their intelligence), or suffer the following effects:
Opponent's Intelligence
Saving Throw Modifier
Damage Sustained
18+
-2
4d6 damage, opponent is also feebleminded
15-17
-1
3d6 damage, opponent is rendered insane
11-14
0
2d6 damage, 50% chance opponent is stunned for 1d8 rounds
7-10
+1
1d6 damage, 25% chance opponent is stunned for 1d4 rounds
3-6
+2
1d4 damage, 10% chance opponent is stunned for 1d2 rounds
Creatures with intelligence below 3 are unaffected by the Mind Melt. Creatures with intelligence above 18 are able to communicate telepathically with the Mind Melters, though they must still make a Save or be affected by the Mind Melt. The Mind Melt can be used once per round. Having protection from ESP grants immunity to the Mind Melt, while using ESP or Telepathy on a Mind Melter will make the victim more susceptible to the Mind Melt, instantly Saving with an additional -4 penalty to the Saving Throw.
When a Mind Melter faces a prone victim, it will devour the brain. This is done by inserting it's four tentacles into the victim's nostrils and ears (or other convenient orifices), reaching the brain in 1d4 rounds. If the victim is still alive during this process, he will take 1d4 damage per round, and is killed when the brain is finally extracted.