Mythic Cyberphrenic Tadpole

Mythic Cyberphrenic Tadpole CR 1/MR 1

XP 400
N Diminutive construct (mythic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0


AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)
hp 15 (1d10+10)
Fort +0, Ref +3, Will +0
Immune construct traits


Speed 10 ft., climb 10 ft.
Melee +7 touch (attach)
Space 1 ft.; Reach 0 ft.
Special Attacks enhanced relay, implant replicant, internalization, mythic power (3/day, surge +1d6), telepathic relay


Str 1, Dex 17, Con ?, Int ?, Wis 10, Cha 1
Base Atk +1; CMB +0 (+8 grapple); CMD 5 (13 vs. drag or grapple)
Feats Extra Mythic PowerMF, Weapon FinesseB
Skills Climb +3


Attach (Ex)

When a cyberphrenic tadpole hits with a touch attack, its barbed filaments bore into the target’s flesh in search of solid attachment points, anchoring it in place. An attached tadpole is treated as grappled but its target is not. The tadpole loses its Dexterity bonus to AC but holds on with great tenacity and begins burrowing into the target’s flesh, dealing 1 point of Constitution damage as it bores a hole through which to invade its host. A tadpole has a +8 racial bonus to maintain its grapple on a foe once it is attached, including to its CMD to resist grapple maneuvers made by others to remove it from its host. An attached tadpole can be struck with a weapon or removed by grappling or an Escape Artist check that exceeds its CMD (including the above bonus).

Enhanced Relay (Su)

The creator of a mythic cyberphrenic tadpole can sense the tadpole’s location and condition at all times, as status, and in addition can use share senses for up to 10 minutes per day with the tadpole as if it were her familiar. This duration need not be continuous but must be expended in 1-minute increments. If the tadpole is implanted in a host, he can use this ability to share the host’s senses instead.

When using the tadpole’s telepathic relay, its creator uses her own ability scores rather than the tadpole’s to determine save DCs. In addition, the tadpole’s creator can use the tadpole’s telepathic relay ability more than once per day by expending one use of mythic power for each additional use; he may expend his own mythic power or that of the tadpole for this purpose. Once per day, he can expend one use of his own mythic power and one use of the tadpole’s to duplicate the effect of the mythic version of detect thoughts, dream, modify memory, nightmare, sending, or suggestion; this affects only the host, even if it would normally affect multiple creatures or an area.

Implant Replicant (Su)

When a mythic cyberphrenic tadpole would be destroyed, rendered helpless, or removed from a host, as an immediate action it can expend one use of its mythic power to create an identical duplicate of itself with one-half its current hit points, which remains embedded within the host.

Internalization (Ex)

A cyberphrenic tadpole that begins its turn grappling a target can make a grapple check to burrow inside its host rather than simply maintaining its grapple.

If the grapple check succeeds, the tadpole implants itself along the host’s brain stem or spine, entwining its filaments into the target’s neural fibers. While internalized, the tadpole has total cover against any attacks coming from outside the host’s body; however, if the target takes 10 or more points of electricity damage in a single round, the tadpole is rendered helpless for 1d10 x 10 minutes (DC 15 Fort negates).

Removing an internalized tadpole is difficult, though as long as it remains helpless it can be removed by surgical means, requiring 1 hour of work and DC 20 Disable Device and Heal checks. Removing the tadpole causes 1d3 points of Charisma, Intelligence, and Wisdom damage, reduced by 1 for every 5 points by which the check exceeds the DC.

If the tadpole is not rendered inert first, it can be removed with an emergency surgery, though it squirms and slithers through its host’s innards to avoid removal.

Performing emergency surgery is a full-round action that provokes attacks of opportunity and can be performed only on a willing or helpless host. The host takes 1 point of Constitution damage per round and becomes immediately sickened and exhausted, with each effect lasting 1 hour for each round the surgery continues. Even after the surgery is complete, the host takes 1 point of Constitution bleed, which can be ended with a DC 20 Heal check or by magical healing.

Each round of emergency surgery, the creature trying to remove the tadpole makes a Heal check and a Disable Device check with an initial DC of 20, but each time a check is failed both DCs increase by 1. After making 2d4 successful checks, the tadpole is isolated and a single ally of the surgeon can attack the tadpole with a readied action.

The tadpole has improved cover (+8 bonus to AC, +4 to Reflex saves and improved evasion) against this attack, and a missed attack strikes the host instead. If the tadpole is destroyed, it can be removed as if it were inert (see above).

Alternatively, the surgeon can attempt a drag or grapple combat maneuver to tear the tadpole free. This traumatic removal from the host’s nervous system deals 1d6 points each of Charisma, Intelligence, and Wisdom damage to the host but also leaves the tadpole stunned for 1d4 rounds, after which it attempts to attach itself to the nearest living creature.

If the attack fails to destroy the tadpole or the drag or grapple maneuver fails to dislodge it, the tadpole slips away and 1d4 additional successful Disable Device and/or Heal checks are required to make another attempt to remove it. Only one attack or combat maneuver is allowed, though allies may use the aid another action or otherwise assist the attacker or the surgeon in their attempt.

Telepathic Relay (Su)

A cyberphrenic tadpole emits a telepathic homing impulse that connects it with its creator and its host. Its creator can sense the tadpole’s (and the host’s) location once per day as if using locate creature. In addition, once per day the creator can spend 1 minutes attuning his mind to the tadpole in order to transmit one of the following effects to the host: detect thoughts, dream, modify memory, nightmare, sending, or suggestion. These abilities function at a caster level equal to the creator’s character level, and relevant save DCs are set based on the spell level of the selected effect, modified by the tadpole’s Wisdom score. Because of the creator’s attunement with the host’s mental processes through the tadpoles neural grafting, the host takes a -4 penalty to saving throws against mind-affecting effects used by the creator.


Environment any
Organization solitary
Treasure none

A tiny segmented terror, equal parts insectile and octopoid, skitters on filamentous thread-like legs, its narrow body a lumpy cylinder of silver scored with intricately engraved patterns and backlit grooves.

Cyberphrenic tadpoles are created by mad scientists to implant into their victims, rendering them more pliable to later mental influence and control and allowing the scientist to monitor the host’s activities. A host may be unaware that a cyberphrenic tadpole has been introduced, as they may be implanted while a victim is unconscious, unaware, or otherwise helpless and the wound left behind by its entry into the host healed and memory of this invasion of the flesh erased by a concomitant invasion of the mind. Grafting itself onto the host’s nervous system, a cyberphrenic tadpole is very difficult to remove and subsists parasitically on the bioelectrical and biothermal processes within the host’s body.

A cyberphrenic tadpole’s body is usually only a few inches long and an inch wide, though its tentacular filaments can be up to a foot long. The creature as a whole weighs only a few ounces.


Feats Craft Construct, Mythic Crafter; Spells modify memory, shrink item, telepathic bond; Skill Check(s) Craft (metal) DC 20; Cost 4,000 gp

Section 15: Copyright Notice

Mechanical Monsters © 2023, Legendary Games; Authors: Jason Nelson, Tom Phillips, Mike D. Welham, Matt Goodall, Alex Riggs, Matt Daley.

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