The “Occult” in Occult
Bestiary means a lot of things, but there’s enough overlap with the RPG
world’s classic psionic territory that we were bound to get a few flying brain
monsters. (We’ve already done the
cerebric cyst, and the enlightened contemplative—an upgrade of these guys—is
coming soon.)
Too many aerocerebra would be too much of a good thing, so
it’s nice that the egophage has preëxisting ties to another monster, the
intellect devourer. When one of those
nasty body-stealing brains gorges on the right eldritch substances (midnight
milk is the mutagen of choice on Golarion), it gets a boost in psychic power
and gains the ability to fly, its legs becoming tentacular appendages. The resulting creature is thus even more able
to insert itself into humanoid society (and humanoid crania, for that matter). As they are more mobile than their lesser kin,
they are more likely to leave the intellect devourers’ hidden cities in search
of new bodies and sensations. Fortunately
their innate egoism and hedonistic desires usually distract them from being the
effective spies and infiltrators for their race they might otherwise be.
Adventurers encounter
a flying brain deep in the underworld.
The disembodied organ claims to be a monk who has transcended his
physical body—a claim seemingly backed up by his yeti manservant, equally calm
and serene despite being so far from home.
The flying brain encourages the adventurers to rest and train with him
at his lamasery, where his true children, a ravening pack of young intellect
devourers, are eager to claim their first host bodies. Any adventurers who escape the intellect
devourer young will have to face the claws of the possessed yeti.
In the city of
Etaliar, the pursuit of sensation is seen as the ultimate good. Bards, acrobats, playwrights, storytellers,
and even skalds and mediums—not to mention drug-slinging alchemists and prostitutes
both sacred and profane—are lauded for their ability to move body and
mind. But misery lurks just beneath the
city’s carefree surface. What seems
like a turf squabble between drug dealers is actually an all-out war between
amoral hedonists, as a body-stealing brood of egophages muscles in on the
rakshasas who secretly run Etaliar.
In the void,
egophages come from another dimension.
Unable to cross the boundaries of space-time themselves, they ride the
bodies of those they encounter during warp anomalies, treating them as fleshy
voidsuits. Their vulnerability to protection from evil means that no ship
with a warp helm will turn away a good cleric or paladin, and all but the most
loathsome slavers, reavers, and antipaladins will curb their behavior in order
to not offend their protector and his party during warp travel.
—Occult Bestiary
26
Speaking of tentacular nasties, re: the dwiergeth Simon Grundy-Reiner writes:
I hadn't realized
until no that the dwiergeth was Large. That makes it so much more crazy and
alien. I love it!
And I’m way
overdue in acknowledging Oh_The_Places_You'll_Go’s awesome comment on the duergar tyrant:
Awesome work on this
one, Patch – I enjoy the dark dwarves, too, and I think they deserve a little
more love than they usually get. In an attempt to make them more common and
developed in my homebrew setting, they play an integral role as the favored
mortal creation of the gods. Their task is divinely inspired, and they have a
pretty good reason for being reclusive or standoffish that relates to an ancient
attack on the world by alien deities. By making pacts with demons, they delve
deeper than any other race in order to find malignancies and planar rifts and
seal them, thereby preventing the far gods from wreaking havoc.
It's not completely
original, but it gives the duergar a pretty necessary niche and a lot of
responsibility – and it's why other nations allow them to take slaves. The
endless number of workers required for their task means they can't afford to
restructure their workforce or economy and risk missing a rift or allowing
something through.
Food for thought,
though I'm definitely integrating the first and second entries for today into
my newest campaign – maybe as the beginning quest!
That’s a really compelling take on them, OTPYG, especially
in a setting where the deepest darkest dungeons don’t lead to a fiery core but
rather somewhere…else. (D&D’s 4e
Underdark certainly works that way, as does Eberron to a lesser extent.) Personally I doubt the duergar would make
pacts with demons (though they certainly might bind and enslave them instead),
but pacts with devils, shaitan genies, and even daemons, certainly!
Oh, and finally, no radio show this week because I’m pulling
a late-nighter at work. Blerg.
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