Embryonic Creature (CR +varies)

An embryonic creature is an alien creature that has not yet fully formed. Sometimes found in creepy egg or seed pods, an embryonic creature’s development into a mature creature may be stimulated by disturbing a long-sealed birthing chamber, or exposing it to living tissue or living creatures in which they may implant themselves. Of course, alien researchers or cultists may cultivate collections of these embryonic creatures (or be directed to do so, knowingly or unconsciously, by alien masters) to implant them in others and unleash alien havoc. Embryonic is an inherited template that can be applied to any aberration or to magical beasts or outsiders with the mythos subtype.

Challenge Rating: For creature’s CR 8 and below, an embryonic creature’s CR is 1/2 the base creature’s CR (rounding down, minimum 1); for creatures CR 9 and above, an embryonic creature’s CR is 1 plus 1/3 the base creature’s CR.

Alignment: As the base creature.

Type: The creature’s type changes to aberration (unless an ooze, which remains an ooze), and it gains the mythos subtype.

Size: Reduce an embryonic creature’s size to Tiny (if normally Large or larger) or Diminutive (if normally Medium or smaller).

Armor Class: An embryonic creature’s natural armor bonus to its Armor Class is halved (rounding down).

Hit Dice: An embryonic creature has 1 Hit Die, increased by 1 for every 3 Hit Dice of the base creature. Recalculate base Attack bonus, saves, skill points, and feats based on its new Hit Dice.

Defensive Abilities: An embryonic creature implanted within a host has total cover against effects originating outside the host’s body. If the host is killed, the corpse provides improved cover instead (if the corpse is destroyed by dealing at least 10 points of damage to it (for a Medium corpse; increase or reduce this number by 5 for each size category larger or smaller), it no longer provides cover. An embryonic creature retains all defensive abilities of the base creature, though its damage reduction (if any) is reduced by 5 and its spell resistance and any elemental resistances are reduced by 10.

Speed: An embryonic creature has all movement types of the base creature, but its speed is halved (minimum 5 feet). It also gains a burrow speed of 5 feet, but it can burrow only through soft material like flesh, earth, sand, and snow.

Attacks: An embryonic creature retains all natural weapons of the base creature, though its damage dealt is reduced as appropriate for its new size. Because of their very small size, embryonic creature usually lacks reach and does not threaten attacks of opportunity. In order to make melee attacks of their own, they usually must enter the target’s square, provoking an Attack of opportunity from the target.

Special Attacks: An embryonic creature retains any exceptional or supernatural special attacks, though its save DCs are recalculated as appropriate for its new Hit Dice and ability scores. If an exceptional or supernatural ability deals damage, the damage (or number of dice of damage) is reduced to 1/4 normal (minimum 1 die). An embryonic creature with spellcasting or spell-like abilities has its caster level reduced to 1/4 normal (rounding down), and it retains only 1/4 of its normal spell-like abilities (rounding down), retaining the lowest-level abilities in preference to its higher-level abilities. If a spell-like ability has an obvious lower-level analogue, replace that ability with its lower-level equivalent. If abilities are equivalent in level, select randomly. At the GM’s option, embryonic creatures of the same type may all share the same spell-like abilities or may mature differently, gaining different spell-like abilities.

Attach (Ex)

As a full-round action, an embryonic creatures can make a melee touch Attack to attach itself to a creature like a stirge. In addition, if it is attached to a creature at the end of its turn, the target is affected as memory lapse. On a failed save, the target not only forgets that the embryonic creature attached itself to him, but he also becomes unable to perceive the creature as long as it remains attached to him.

Neural Implant (Ex)

Once attached, an embryonic creature taps into the central nervous system of its target. It can read the targets thoughts continuously, as detect thoughts, with no saving throw allowed. It also deals 1 point of damage to the target’s Intelligence, Wisdom, or Charisma (choose randomly) every 24 hours; however, as long as the target is able to heal naturally this damage is healed as it occurs and has no immediate game effect. However, the constant gnawing away at the target’s psyche makes the target mentally unstable, resulting in a -2 penalty to saving throws against emotion and fear effects, as well as effects that cause the target to become confused, dazed, feebleminded, or insane.

An embryonic creature can explant itself as a move action, or if it is helpless or dead it can be removed without injury with a DC 20 Heal check taking 1 hour. If the embryonic creature is killed while attached, the creature into which it is implanted takes 2 points of damage to its Intelligence, Wisdom, and Charisma due to the psychic shock. If the Heal check to remove it safely is failed, the target takes the same ability damage with each failed check.

Abilities: Str -16 (minimum 1), Con -4, Int -4, Wis -4, Cha -4.

Skills: An embryonic creature has the same class skills as the base creature, though its skill ranks should be recalculated to reflect its lower hit points and Intelligence.

Feats: An embryonic creature retains any racial bonus feats and its feat choices typically mirror an adult of its species, though with fewer overall feats due to its reduced Hit Dice. Embryonic creatures gain Weapon Finesse as a bonus feat.

Special Qualities: An embryonic creature gains the following special quality:

Undetectable Parasite (Su)

While attached, an embryonic creature benefits from a continuous nondetection effect. If the embryonic creature lacks a caster level, a DC 15 caster level check penetrates this detection.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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