He blogs at Rumble City.
|Artwork by Matthew Adams|
Brain sloths cling to cave or dungeon ceilings, drop down on hapless adventurers, pierce their skulls and attach to their brains with tentacle-thingies. Then they guide the bodies into their breeding chamber where they are filled with eggs by the enormous brain sloth queen.
BRAIN SLOTH: Init -1; Atk claws +1 melee (2d4); AC 8; HD 1d6+3; MV 10’; Act 1d20; SP climb sheer surfaces, hide on ceilings (DC 1d20+10 Intelligence check or be surprised), piercing drop (+5 attack when dropping on a head from above), brain control (after successful hit to the head, DC 20 Will save or total mind control), immune to mind control and sleep; SV Fort +1, Ref +0, Will +5; AL N.
BRAIN SLOTH QUEEN: Init +1; Atk claws +2 melee (2d6) or stinger +4 (1d8 + insert 1d4 eggs in torso, or in limbs if DC 15 Ref save is made); AC 10; HD 6d8; MV 10’; Act 2d20; SP immune to mind control and sleep; SV Fort +5, Ref +1, Will +5; AL N.
The brain sloth eggs can be removed with a cleric's lay on hands; they are a 3 dice condition.
Alternatively any character can make a DC 10 medical skill check (remember that only characters with appropriate occupations may use a d20, all untrained characters use a d10). A success means the eggs are removed and the patient takes 1d4 damage (only 1 damage on a natural 20). A failure means the eggs are removed, but the patient suffers 1d10 damage (only 1d6 damage if eggs are in a limb). A fumble results in 1d10 damage (1d6 in limb) and all but one egg removed.
After 12 hours inside of a body, the eggs will attach growing tentacles to the nervous system of their host and cause paralyzation. The gestation period is 2d4+8 days, after which the baby brain sloths burst out of the host's body.