Biweekly Monster-Mind Larva

These fae are short lived in each iteration. They sprout from the fae ground as a flower with a baby face, and so they remain for a week before beginning to rapidly age during the last hour of their life. The flower wilts and dies after reaching the appearance of an old man. The fae then sprouts elsewhere in the fae wild.

In their young form, they are giddy and curious, but as they age they grow more cynical, and quickly become vengeful and malevolent in their old man form, when the flower’s petals are falling away.

The cycle is only broken when the mind larva succeeds in infecting a mortal’s mind. If this happens in the cherubic phase of the mind larva’s cycle, then it becomes a curious and adventurous influence on the victim. In the rare case that the infection is achieved by a dying mind larva, it becomes a malevolent and violent influence.

Mind Larva
Tiny Fae, chaotic neutral or chaotic evil
Armor Class: 4
Hit Points: 1 (1d4-1)
Speed: None

1 (-5) 1 (-5) 8 (-1) 4 (-3) 10 (+0) 22 (+6)

Senses: passive Perception 13
Languages: –
Challenge: 0 (10 XP)

Innocent Presence. Anyone seeing the Mind Larva must make a DC 19 Charisma save or feel compelled to approach and help the creature. It is a DC 16 Charisma save to leave the mind larva’s presence and a DC 20 (14 if in aged form) Charisma save to attack it.

Infect. The mind larva reaches out psycically to enter a humanoid’s mind. The target must succeed on a DC 12 Wisdom saving throw or be infected. The mind larva then becomes an ongoing influence in the humanoid’s mind. If young, then the humanoid will periodically have to make a Wisdom saving throw to avoid investigating something interesting or doing something adventurous. If old, then Wisdom saving throws will instead be to resist violence and cruelty. The difficulty of the save depends on the nature of the temptation.

If you like the idea of including unusual beasts in your world, you should also check out my spell casting swarms: Potenidea and Arcandidae.



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