Metroid

aberration · CR 5 · from SnP Psionics NetBook
Metroid
StatisticValue
Climate/Terrainwildspace/subterranean/sky
Frequencyuncommon
Organizationflock
Activity Cycleany/any/night
Dietlife energy
IntelligenceLow (5 - 7)
Treasurenil
Alignmentneutral
#/Appearing2 - 8
AC7
MVFl 18 (B)
HD8+
THAC014
#/Attacks1
Dmg/Attack1d8
Special Attackslife drain; hold
Special Defensessee below
MRnil
SizeM+
MoraleSteady (11)
XP Value2,000
MAC4

Description

Appearance

A distant relative of jellies, metroids are mostly clear, except for the 6 inch teeth and three inner stalks. They move via telekinetic flight. They have a distinctive squeak, and emit flashes of green light.

Combat

When metroids attack, the victim is held within its body via the teeth and feeds by sucking hit points which are added to its own total, going up to an absolute maximum of 16 HD. A held character can only attack with a size S weapon while held. The hold can be broken by a strength check at half, or by doing damage to it equal to a fourth of its maximum. During the initial attack, metroids will hold whatever seems to be the biggest threat. A metroid will help another if feasible. Metroids take double damage from cold-based attacks.

Habitat/Society

Little is known about the origins of the metroids. They do not require air or water to survive, nor do these elements seem to affect them much. They seem to have some intellignece; their language of squeaks and light flashes can convey basic emotions.

It is believed they reproduce asexually. The more life energy a metroid absorbs, the larger it becomes, sometimes up to fifteen feet cubed! Upon attaining this size, it is thought it divides itself.

Ecology

The aftermath of a metroid attack is a ship (or area) full of upright corpses, still in their positions of death. The fragile bodies are an ashen brown color, and crumble to dust at a touch. Metroid stalks can be used in the manufacture of rings of vampiric regeneration or catalyst or similar life-draining items.

Varients

One metroid in twenty has the innate power energy containment, rendering it immune to most energy attacks. These are worth an additional 1,000 XP.

Also in this section of the source

Psyckle Plant

Appearance: The psyckle plant is a blue-gray spikey-shaped plant which grows to about two and a half feet high.

Ecology: The psyckle plant constantly radiates a psionic dampening effect similar to Synaptic Static. Why this is so is presently unknown.

Psionic Items

"Well Detect Magic doesn't register anything!"

Animated Cloak: This fine cloak has a varient TK science Animate Self within it. It is empathic, sensing its wearer's needs. Its sole ability is moving itself as if it were alive (well, it is). But this innocuous power manifests itself in useful ways. It can fan out and act as a parachute of sorts if its wearer falls. It can bother opponents in melee, either by blocking vision or wrapping its hem around an ankle and yanking. Most importantly, it can give quite a dramatic performance, fanning out in front of someone its wearer wishes to intimidate, or rippling in the wind, when there is no wind.

Psijamming Helm: psijammer helm creation, for Spelljammer campaign, or simply for the technologically-minded. Requires at least 3 psionicists, one a Psychokineticist, another a Telepath, the last a Metapsionicist. All must have the power Convergence, and all must be at least 10th level. Details later.

Rings of Protection: The bonus to AC and saving throws granted by a ring of protection also applies to the wearer's MAC.

All 820 monsters in the Netbook Bestiary