The Meek

A fairly new race in the world, the Meek, so far as anyone knows, exist solely for the purpose of bringing Kaiju down upon unsuspecting cities.

Physical Description: The Meek are symbiots (some would say parasites, though they cause no direct harm to their host) who are only able to inhabit the bodies of juveniles. They may inhabit members of any race, but are automatically expelled from their host once it reaches adulthood. Thus they prefer hosts that mature slowly. While they cannot pinpoint the exact onset of adulthood, they can estimate such from changes in their hosts biochemistry, and will often encourage hosts nearing the time of expulsion to remain near areas with high populations of young.

Outside of a host, the Meek look like eels—long, slender, and sleek—with two large eyes, a sharply pointed snout, and no discernible mouth. An average Meek is about a foot and a half long, slightly less than an inch in diameter, and weighs around 4 pounds. The Meek typically enter a host through the mouth or anus while the host is asleep and take up residence in the abdominal cavity. Meek can exist outside of a host for no more than a few days at most, and as such are seldom seen in their natural forms.

How, or even if, the Meek reproduce is unknown. Some speculate that the Meek may be an early stage of the lifecycles of the Kaiju.

Society & Relations: So far as anyone knows, the Meek have only existed in the world for at most 2 to 3 years. It is possible that they existed before the Kaiju, but no one can know for certain. Their only interaction with other races and societies is through their hosts, and as their hosts must be children, this interaction is often very limited.

The relationship between a Meek and its host is complicated. The presence of the Meek puts the host in immediate danger (from Kaiju), but also offers some protections to the host from the Meek’s enhanced immune system. The Meek and host share a fragmented personality. For the most part, the host personality and emotions remains intact, with the Meek serving as a “guiding voice”, usurping the hosts decision making capability. For most practical purposes, the Meek and its host become a single creature. Hosts that have expelled a Meek usually speak of having little or no memory of the period of their possession (excluding the raw terror of being attacked by Kaiju), as the Meek subverts the portion of their mind dedicated to memory. A Meek that leaves its host retains full memories of their shared experience and often takes a fragment of the host’s personality with them.

Alignment and Religion: While little is known about these creatures, the general populace of all other races considers them to be extremely evil, in that they possess the bodies of children and call down giant, civilization destroying monsters.


  • Male: As host
  • Female: As host

Racial Traits [10 Points]

  • Abilities (-3 RP): -6 Str, -2 Con, +4 Dex: Outside of a host, Meek are very small and extremely weak.
  • Type: Aberration (3 RP): Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three. An aberration has the following features.
    • Aberrations have the darkvision 60 feet racial trait.
    • Aberrations breathe, eat, and sleep.
  • Tiny (4 RP): Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot f lank an enemy.
  • Slow Speed (-1 RP): A Meek outside of its host can slither along the ground at a speed of 20 feet.
  • Damage Reduction (4 RP): A Meek without a host has damage reduction 5/magic. This ability does not extend to attacks made against the Meek’s host creature.
  • Languages (0 RP): A Meek outside of its host can speak Meek only. A Meek can communicate through its host in any language the host creature knows.
  • Host Dependence: A Meek outside of a host suffers 2 points on Constitution damage per day. A Meek reduced to 0 Con shrivels and dies.

Host Characters: (0 RP)
A Meek character must have a host to survive. The host may be a member of any other sentient race, but must be living and must be a child (thus there are no Cat-folk or Drowned inhabited by a Meek). A child host has the following modifiers for their reduced age:

  • Abilities: As base race, but -3 Str, -3 Con, +2 Dex, +2 Cha due to age. The combined creature uses the ability scores of the host for all purposes.
  • Starting Age: 1/2 that of the base creature
  • Skills: Children gain a +4 bonus on Stealth checks, a +2 bonus on Climb checks, and a +2 bonus on Bluff checks vs. adults.
  • The Meek has full access to the racial abilities, both physical and mental, of his host.
  • All experience points and levels gained from adventuring are gained by the Meek. When the Meek is expelled at adulthood, the host can begin gaining experience normally. If the Meek changes hosts, it retains its levels and class abilities. Hit points for the Meek and its host are determined using the Meek’s levels and the host’s Constitution score.

Shared Abilities:

  • Dual-Minded (1 RP): When inhabiting a host, the Meek and the host’s minds are interconnected. They are treated as a single entity with a shared consciousness. This split personality grants the Meek and its host a +2 bonus on all Will saving throws. When not inhabiting a host, the Meek does not gain this benefit.
  • Healthy (2 RP): When a Meek inhabits a host, the two creatures benefit from having two distinct immune systems with their own antibodies and processing. The Meek and its host gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
  • Kaiju Magnet (0 RP): Kaiju are naturally attracted to the Meek when it is inhabiting a host. Sooner or later, a Kaiju always finds the Meek. The Meek have no ability to control Kaiju, nor will the Kaiju specifically target attacks against the host, the massive monsters are simply drawn to their location. Would-be Kaiju hunters will sometimes seek out and recruit Meek for this very reason.

Random Starting Ages:

Adulthood Intuitive Self-Taught Trained
1 month +1d4 months +1d6 months +1d8 months

Random Height and Weight:

Gender Base Height Height Modifier Base Weight Weight Modifier
Either 1 ft. 0 in. +1d8 in. 0 lbs. +1d8 lbs
1 ft. 1 in. — 1 ft. 8 in. 1 – 8 lbs

Aging Effects:

Race Middle Age Old Venerable Maximum Age
Cumulative Effects –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha GM secretly determines Maximum
Meek ??? years ??? years ??? years Will be killed by Kaiju long before this happens

The Meek

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