The Helmeat

The Helmeat, is a deadly animal, mostly lonely, that looks like an helmet. Hiding in chests, we can also find them in abandonned street, or in the middle of real helmets in an armory.

He can feed himself with a small amount of metal, to shine his shell. Adventurers will be happier to find that they found the only equipment in good condition around.

Quite fearful, he escapes at the least risk.

It exist different kind of Helmeat, each one with unique toxin and effect.

Some druids can produce an ointment to slowly remove the Helmeat. Others can use their toxin to create powerful drugs.

Rumors say that a man is able to control his Helmeat and enter in Symbiosis when he wants.



Helmeat

Tiny Arachnid (parasyte), unaligned


  • Armor Class 14
  • Hit Points 6(2d4 + 1)
  • Speed 30ft. climb 20ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 3 (-4) 12 (+1) 8 (-1)

  • Condition Immunities None
  • skills Discretion +7
  • Senses passive Perception 19, Blindsight 10ft. Nightvision 40ft.
  • Languages None
  • Challenge 2 (450 XP)

Magic Aura. A successful INT (DC5) check on Helmeat reveal a small amount of energy, useful to faint the ones which think they found a magical item.

Rooting. After period determined by GM, a PC "equiped" with a Helmeat must do a WIS (DC15) Save Check.

If he succeed, he is aware there is something wrong and can remove the Healmeat (see Protection)

If he fails, the Symbiosis begins. Choosing to do nothing is like a fail.

Symbiosis. The Helmeat deploy micro filaments in his host, freeing a toxin to Feed the host. The host feels great, and don't want to remove it anymore (even for sleeping).

Every morning, before the host wake-up, he must do a WIS (DD8 + 1/"equiped"day) Save Check. Each day he fails, he temporary lower his WIS by 1pt.

If WIS of the host is 0 after this test, he dies in his sleep.

When the Helmeat is removed, if host is still alive, he can recover his lost WIS by 1pt./day

Protection. When you try to remove the Helmeat, he directly inflict Claws 2(1d6-2) slashing damage.

If host is in Symbiosis, removing Helmeat could be deadly. Host takes 10 + 6(1d10)/"equiped"day of psychic damage.

If host become inconscious (0HP) with this wound, if permanently lower his WIS by 1pt.

If host is in Symbiosis, only an Attack result of +20 can target the Helmeat, otherwise it target the host instead.

Feed the host The Helmeat live from the host lifeforce, in return he allows the host to have a "reward".

1D8 Helmeat Type Host behavior Effect
1 Flabby Helmeat Pacific MAX result 1 Heal dice (small rest)
2 Rocky H. Impassive +1 AC
3 Boiling-blood H. Aggressive +1 Melee Attack
4 Hooded H. Disinterested +1 Discretion
5 Pointed H. Curious +1 Spell Attack
6 Cap H. Sociable +1 CHA test
7 Integral H. Sensitive +1 Passive perception
8 Red H. Impatient +1 Initiative

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 2 (1d6 - 2) slashing damage

Actions

Lightening Dodge. Can use Dodge Action as Reaction