Flesh Harvester
Medium Aberration Extraterrestrial (CR 4)
| Initiative | +2 | BAB | +3 | STR | 17 (+3) |
|---|---|---|---|---|---|
| Defense | (body/legs) 17/20, touch 13/14, flat-footed 15/18 | Melee | +6 | DEX | 14 (+2) |
| Hit Points | (body/legs) 20/4 | Ranged | - | CON | 10 (0) |
| Save Fort | +1 | Grapple | +0 | INT | 6 (-2) |
| Save Ref | +2 | MAS Dmg Threshold | 10 | WIS | 12 (+1) |
| Save Will | +2 | Action Points | 0 | CHA | 6 (-2) |
Attacks: Leg Stab +6 (1d4+3); Full Atk + (1d4+3)
Speed: 30 ft.
Facing & Reach: 5 ft. by 5 ft.; Reach 5 ft;
Skills: Balance +4; Hide +4; Jump +8; Listen +3; Move Silently +4; Spot +3; Tumble +4
Feats & Talents: Simple Weapons Proficiency, Weapon Focus (leg stab)
Special Qualities: blindsight, halve bludgeon damage, exposed legs, fast healing 2, improved grab, swallow whole
Hit Dice & Advancement: 4d8; 6–7 HD (Large)
Wealth: +0
Reputation & Allegiance: +0; mue-lok
Possessions: none
Exposed Legs (Ex): The flesh harvester’s legs may be targeted by an opponent’s attack. The hit points and Defense for one leg are provided above. Losing a leg does not affect the body’s hit points.
Fast Healing 2 (Ex): The flesh harvester’s body regains 2 hit points per round. Fast healing stops working when the flesh harvester is reduced to –10 hp or fewer. Except as noted here, fast healing works just like natural healing. A flesh harvester may regenerate one leg every three rounds, instead of healing body damage.
Fast healing does not provide any benefit against attack forms that do not deal hit point damage. Fast healing also doesn’t restore hit points lost to starvation, thirst, or suffocation.
Improved Grab (Ex): If the flesh harvester hits with its leg stab, it deals normal damage and attempts to start a grapple as a free action, doing so without provoking attacks of opportunity. No initial touch attack is required. Unless otherwise stated, improved grab works only against opponents no larger than one size category greater than the flesh harvester.
The flesh harvester has the option of conducting the grapple normally, or simply using the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks but does not lose its Dexterity bonus to Defense, still threatens an area, and can use its remaining attacks against other opponents.
When a flesh harvester gets a hold after an improved grab attack, it pulls the opponent into its mouth. This act does not provoke attacks of opportunity. The flesh harvester is not considered grappled while it holds the opponent, so it still threatens adjacent squares and retains its Dexterity bonus. It can even move, provided it can drag the opponent’s weight.
Swallow Whole (Ex): The flesh harvester’s stomach is as elastic as a balloon, allowing it to swallow and hold up to 250 pounds of living matter. Like a snake,
the flesh harvester’s maw contains powerful muscles that allow it to swallow creatures whole. If the flesh harvester begins its turn with an opponent held in its mouth (see improved grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its opponent. The opponent can be up to one size category larger than the flesh harvester.
A swallowed opponent is considered grappled, while the flesh harvester is not. A swallowed opponent can try to cut its way free with any light piercing or slashing weapon (it takes more than half the flesh harvester’s hit points in cutting damage for the swallowed opponent to escape). The swallowed opponent may not break the grapple on a flesh harvester. The flesh harvester’s stomach secretes a potent sedative that renders victims unconscious. These sedatives are absorbed through the skin. A swallowed opponent must make a Fortitude save (DC 15) every round to remain conscious. Failure results in unconsciousness and suspended animation. Humans in such a condition can remain alive inside a flesh harvester for up to two weeks. Success allows the victim to continue struggling.
Creature Profile
The flesh harvester is an alien creature resembling the hybrid of a spider and a satchel. It stands more than a meter tall on three spindly, spider-like legs. The harvester’s torso is composed of a wide, gaping maw leading directly to a highly elastic stomach. What brain the creature possesses is little more than a hard-wired nervous system. The flesh harvester is a creature bioengineered specifically for collecting living matter for the flesh engine.
The first stage of a flesh harvester’s life is larval. It subsists in its parent’s stomach, where it feeds off leftover stomach contents. When the parent encounters an environment with a sufficient food supply, it regurgitates the larvae, which immediately build cocoons.
Snug within the cocoon, the creature’s metamorphosis into a true flesh harvester occurs within less than a week.
The flesh harvester’s stride weaves a complicated, almost hypnotic pattern of motion. However, when harvesting unwilling prey, it uses its powerful legs to spring as much as 35 feet in a single leap. When attacking, the flesh harvester leaps onto its prey and uses its powerful legs to grapple with its opponent while it attempts to ingest it. When threatened, the flesh harvester grapples with its opponent using two legs while stabbing with its third.
The creature may be crippled by destroying one of its three legs, but can only be killed by destroying its body. The flesh harvester’s elastic body is highly resistant to bludgeoning, taking half damage from such attacks. Unfortunately, victims swallowed by the creature also take half damage from damage delivered to the harvester’s body. The only known method for coaxing a flesh harvester to release the contents of its stomach is to inflict at least two points of fire damage upon it. This triggers a reflex in the creature that causes it to gag.
Since many adult humans are at the upper weight range of a flesh harvester’s capacity, harvesters carrying humans are heavily encumbered. Thus they are incapable of leaping and their movement is reduced to 15 ft.
Mue-Lok
Large Aberration Extraterrestrial (CR 7)
| Initiative | +0 | BAB | +4 | STR | 16 (+3) |
|---|---|---|---|---|---|
| Defense | (body/legs) 16, touch 9, flat-footed 16 | Melee | +6 | DEX | 10 (+0) |
| Hit Points | (body/legs) 48 | Ranged | +3 | CON | 16 (+3) |
| Save Fort | +5 | Grapple | +4 | INT | 20 (+5) |
| Save Ref | +2 | MAS Dmg Threshold | 16 | WIS | 14 (+2) |
| Save Will | +9 | Action Points | 0 | CHA | 12 (+1) |
Attacks: +4 melee (1d4+3, slam); Full Atk1 +4/+2/+0 melee (1d4+3, slam)
Speed: 30 ft.
Facing & Reach: 10 ft. by 10 ft.; Reach 10 ft
Skills: Bluff +5, Computer Use +10, Concentration +6, Craft (mechanical) +8, Craft (structural) +8, Diplomacy +6, Knowledge (physical sciences) +8, Knowledge (technology) +8, Listen +7, Move Silently +5, Navigate +5, Pilot +5, Repair +8, Research +6, Sense Motive +7, Spot +6
Feats & Talents: Iron Will, Simple Weapons Proficiency, Spacer
Special Qualities: darkvision 60 ft.; fast healing 3; fear aura (DC 14); multiattack; strangle
Hit Dice & Advancement: 6d8+18; 7-10 HD (Large); 9–16 HD (Huge)
Wealth: +0
Reputation & Allegiance: +0; alien
Possessions: none
Darkvision (Ex): The mue-lok can see in total darkness, out to the specified range (60 feet). Darkvision is black-and-white only, but is otherwise like normal light.
Fast Healing 3 (Ex): The mue-lok's body regains 3 hit points per round. Fast healing stops working when the mue-lok is reduced to -10 hp or fewer. Except as noted here, fast healing works just like natural healing. A mue-lok may regenerate one leg every three rounds, instead of healing body damage. Fast healing does not provide any benefit against attack forms that do not deal hit point damage. Fast healing also does not restore hit points lost to starvation, thirst, or suffocation.
Multiattack: If the mue-lok is engaged in melee with more than one opponent, it spins its torso and attacks each adjacent opponent with each of its three arms (1d4+3 points of damage per arm).
Strangle (Ex): If the mue-lok has successfully pinned her opponent, her free appendage may make a strangle attack. The strangle attack does not invoke attacks of opportunity and it automatically hits the opponent for 1d8 damage.
A strangled opponent has a -2 penalty on his attempts to break the pin. If the opponent is no longer pinned, then the strangling appendage also releases its grasp. Being alien, the mue-lok cannot distinguish between unconsciousness and death in its opponent and drops him as soon as he falls unconscious.
Profile
The mue-lok is an intelligent, space-faring creature. It walks on three insect-like legs and stands more than a meter in height. The extraterrestrial has no neck, nor anything that would pass for a face. Grey ovals in a band around its torso serve as eyes, ears, and telepathic organs. Its mouth is hidden from view directly below its torso. The alien’s three arms protrude equidistantly from the top of its trunk, each one a rope-like appendage ending in a wriggling mass of wormlike digits.
The Mue-lok are a race that was ancient when our sun was born. While their numbers are few and their race is in decline, they wield more power than most humans can comprehend. The mue-lok have long been able to undertake transportation through both space and time, extending their powerful reach toward both ends of eternity. The aliens are at their most powerful when they can manipulate events from a distance and conversely are most vulnerable when forced to act directly. Conquest is their only driving purpose for existence, and humanity represents nothing but a single, near-insignificant world among thousands.
Universal Dominator
The universal dominator is an alien device employed by the mue-lok to subjugate other life forms through mental control. The device also allows the mue-lok to communicate its will to subject life forms.
Being “attacked” with this device requires a Will save (DC 14). Those who fail become mesmerized. The device’s precise effects range from feelings of love and protectiveness to total subjugation of free will, depending on the mue-lok’s need. While the range of this device is only a 45-foot radius, those who have fallen under its influence follow implanted suggestions or commands for up to 24 hours, even outside its effective range.
In humans, the universal dominator excites the pleasure center of the brain, lending an addictive quality to its influence. This insures that those who fall under its control, but leave its immediate area of influence, feel compelled to return.
Humans may recover from the universal dominator’s mesmerizing effects by staying outside its area of effect for 24 hours. Dominated victims who leave and re-enter its field within the 24 hour window do not get a new Will save. Destroying the device (hardness 5, hit points 15, break DC 20) releases all who have fallen under its influence. Those who fall under its effects and later recover experience withdrawal symptoms similar to the cravings of a heroin addict.