The prolific Roger Moore, longtime editor of Dragon Magazine, made many great contributions to the D&D game, including plenty of nasty new monsters. Moore was also an infrequent writer for White Dwarf magazine, though many of his pieces there are not very well known now. The following creation of his, the enslaver, appeared in White Dwarf 21 (Oct/Nov 1980) as part of the article "Fiend Factory: One Eye Canyon - Mini-Wilderness Scenario, 5th-7th Level."
The enslaver is clearly based on the Puppet Masters from Robert Heinlein's book of the same name. This basic concept has also influenced several other monsters, including the "slaver" from Eden Studio's Liber Bestarius and the "puppeteer" from d20 Modern.
Amongst the rocks a small bead of some grayish substance, a little larger than a hand's span in size, seems to shift slightly as you pass.
Enslaver illustration by Alan Hunter copyright © 1980. Used without permission.
Usually CE Diminutive aberration
Init +3; Senses blindsight 60 ft; Listen +8, Spot +8
Languages telepathy 30 ft
AC 17, touch 17, flat-footed 14
(+4 size, +3 Dex); can't be flanked
hp 7 (2 HD)
Immune critical hits, mind-affecting
Fort -1, Ref +3, Will +6
Spd 10 ft (2 squares), climb 5 ft
Melee touch +8 (enslave)
Space 1 ft; Reach 0 ft
Base Atk +1; Grp -12
Special Atk enslave (DC 16)
Abilities Str 1, Dex 17, Con 9, Int 18, Wis 17, Cha 16
SQ amorphous, host protection, share spells
Feats Ability Focus (enslave), Weapon Finesse B
Skills Climb +8, Hide +16, Listen +8, Move Silently +8, Search +9, Spot +8
Environment warm or temperate hills and mountains
Organization clutch (1-3)
Treasure standard
Advancement 2-6 HD (Diminutive)
Level Adjustment -
Amorphous (Ex) An enslaver is not subject to critical hits. It cannot be flanked.
Blindsight (Ex) An enslaver's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Enslave (Su) Three times per day, an enslaver can attempt to enslave any one living creature. The enslaver must first hit the target with a melee touch attack. If the enslaver hits, the target must succeed on a DC 16 Will save or be affected as though by a dominate person spell (caster level 9th). The save DC is Charisma-based. An enslaver may only attempt to control one creature at a time.
The enslaver's host will obey the enslaver's telepathic commands, including self-destructive orders. Actions against the host's original nature allow the host a DC 16 Will save to resist, with a -10 penalty on the roll. A successful save negates that particular action (or future occurrences of that action), but the host remains dominated by the enslaver.
The domination effect is permanent as long as the enslaver remains in physical contact with the host. An enslaved creature may be freed by remove curse or if the enslaver is physically removed. A DC 16 Heal check is needed to physically remove an enslaver.
If the host and the enslaver are physically separated, either voluntarily or involuntarily, the host must immediately make a DC 15 Fortitude save. If this saving throw fails, the host dies from the trauma of removal, as if from suffering massive damage. Hosts that survive the process are affected as if by a rage spell (caster level 7th) and will attempt to slay the enslaver immediately, by the most expedient means possible.
Host Protection (Ex) An attached enslaver never takes damage from attacks directed at the host. An attached enslaver is only affected by spells that damage the host if the spell also affects magic items worn by the host. The enslaver uses its host's base saving throw bonuses if they're better than its own. Effects that target aberrations can't affect a enslaver riding a humanoid host.
Immunities Enslavers are immune to mind-influencing effects. This ability is conferred upon the enslaver's host as well.
Share Spells (Su) Any spell that the host creature casts on itself automatically also affects the enslaver. Additionally, the host may cast a spell with a target of "You" on the enslaver (as a touch range spell) instead of on itself. Likewise, the enslaver may have any spell or spell-like ability it casts on itself also affect its host. A host and its enslaver can share spells even if the spells normally do not affect aberrations. Spells targeted on the host by another spellcaster do not affect the enslaver, and visa versa.
Telepathy (Su) An enslaver can communicate telepathically with any other creature within 30 ft that has a language.
Enslavers, also known as Puppet Lords, are dangerous and highly feared monsters in some parts of the world. They appear quite harmless, however. They are not unlike a large flattened ball of grey-colored mercury, about 9 inches across, and move by rolling slowly wherever they wish to go. They may flatten themselves to pass under doors or through cracks. These monsters conceal themselves in rocky areas, in small niches where they collect gemstones.
An enslaver will typically hide until a humanoid reaches for one of its gems, then it will slither out and attempt to enslave the unfortunate. If successful, the enslaver will then force the host to conceal the enslaver upon his or her body, under clothing or other cover, allowing the monster to maintain continuous contact with the host's body. This will be done out of sight of any other character if at all possible.
Enslaver-dominated persons will not react to pain or any other physical stimulus; otherwise the person will continue to act much as before. However, the enslaver will frequently use the opportunity to slay any good characters it can through the host body's array of skills or weapons. Enslavers are careless of the condition of the host, and care little if the body is injured or destroyed; there are always other bodies available. Because of their skill at hiding on the host creature, only thorough examination, possibly even enforced nudity, will reveal the parasite. The enslaver, of course, will do everything possible to avoid detection and will kill those searching for it if possible.