Body Snatchers


Climate/Terrain: Any
Frequency: Rare
Organization: Solitary
Activity Cycle: Any (usually night)
Diet: Animals, plants
Intelligence: Genius (17-18)
Treasure: Nil
Alignment: Chaotic Evil

No. Appearing: 1-6
Armor Class: 4
Movement: 10
Hit Dice: 10
Thac0: 11
# of Attacks: 3
Damage/Attack: 1d6+3
Special Attacks: Poison, Body Possession, Slow
Special Defenses: Immunities, +2 weapon to hit
Magic Resistance: 30%
Size: L (8')
Morale: Fanatic (17-18)
XP Value: 16,000
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Appearance: Body Snatchers appear as large, rubbery-skinned columns with multiple, small clawed hands (2) on each side as well as two tentacles (12' length) which end in barbed claws. They slither along the ground almost like snails. The head appears as a grotesque brain-like bulb with two antennae on top, 3 cat-like eyes arranged across the front, and tentacles hiding its mouth (similar to mind flayers).

Combat: If possible, a body snatcher will cast a slow spell on its opponents before engaging in combat. This is cast at 10th level. After slowing the opposition, body snatchers usually begin combat by striking with their tentacles. If these hit, there are two modes of attack it may use. If their goal is simply to kill the opponent, they do 1d6+3 damage (STR 18/75) for each tentacle that hits, plus they may elect to inject a poison into the victim through the barbed end of the tentacle. The poison is a powerful neurotoxin and affects the nervous system, causing paralysis and death. If only one tentacle injects venom, the victim must save vs paralyzation with a -2 penalty or become flaccidly paralyzed (limp, unable to move) for 2d6 hours. If both tentacles hit and inject venom, the victim must also save vs death magic -2 or die from respiratory paralysis within 1d4 minutes. A slow poison spell will of course prevent death for the duration of the spell, if cast before death occurs. The spell has no effect on the paralysis. A neutralize poison spell negates all effects of the venom.

However, body snatchers prefer to use their primary power, which is possession. To do this, a body snatcher must hit a victim with at least 1 tentacle. The body snatcher then draws close to the victim's body, in an effort to merge with him. The victim must make a special saving throw to avoid this. This is determined by combining the victim's CON and WIS scores and dividing by two ((CON+WIS)/2). For calculation, round down the result. The victim must roll this score or lower on d20 to avoid possession. Failure allows the body snatcher to morph itself into the victim's body. No one knows the mechanism behind this. The body snatcher simply melds into the victim's body, and it becomes impossible to tell, except for a small telltale sign of a vacant stare which the victim tends to drift in and out of (a result of the struggle between the two minds and bodies), that the victim is possessed.

While possessed, the victim is totally under control of the body snatcher, who will use the victim to achieve its goals, which often involve setting up allies of the victim and leading them into ambushes designed to allow other body snatchers to possess the original victim's teammates. The body snatcher knows anything the victim knew, including command words, secrets, etc. Victims with both WIS and CON scores above 12 are allowed a saving throw vs paralyzation each day, starting 24 hours after the possession takes place. If successful, the victim is able to expel the body snatcher. The body snatcher is unable to attempt another possession of that character for at least 24 hours. However, it can engage in combat with the now free character if it so desires. Victims in this position are often killed by the body snatcher to avoid discovery.

During the period of possession, casting a dispel evil spell against the victim will allow another saving throw to escape the possession. The creature will be unable to possess that character again for 24 hours, but it may engage in combat or try possessing another character. A holy word spell drives the creature out with no saving throw whatsoever. The creature will also be forced to flee, unable to possess or engage in combat unless pursued. An abjure spell will send the creature back to the foul plane from which it originates (if successful), ending the possession.

After expelling the creature (regardless of method - spell or saving throw), the victim remains in a feeble minded state until healed (via heal, restoration or any other means of healing feeble-mindedness).

Note that in all cases, the creature's 30% magic resistance may negate any spell cast at it. While possessed, the character also enjoys a 30% magic resistance, though this may work against him, as in the case of healing spells or spells cast to drive the possessing creature out. The victim is also immune to mind altering spells or telepathy while possessed.

Body Snatchers are immune to polymorph, poison, cold, and mental attacks/telepathy. They take no damage from blunt weapons, but full damage from slashing or piercing weapons. If the victim is killed while possessed, the body snatcher also dies and is expelled from the victim's body.

Habitat/Society: Sages speculate that body snatchers are demonic creatures, originating in the Abyss. They seem to appear in small groups of 6 or less. It's rare to encounter a solitary body snatcher. These creatures try to merge with humans or humanoids whenever possible, infiltrating society in order to further their own evil agendas. What these agendas may be is anyone's guess. However, they do exhibit a tendency towards dominating pockets of elite amongst any particular society, for example the king and his court and advisors or a powerful adventuring group. Rumors have been heard of entire towns possessed by these evil creatures.

Ecology: When not possessing humanoids, body snatchers may be found in any environment, though they tend to favor hot, humid climates. Therefore, they are more likely to be found in jungles and swamps than other areas. According to some sages, these creatures serve the demon prince Demogorgon. Because they appear in such small numbers on the Prime Material Plane, they have little impact on the ecology until they begin possessing humanoids. They are able to live on any sort of organic diet, eating plants, animals, or even rotted organic matter.

Variants: None known.


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