“Greater Goolie”
Greater Goolie
Medium Humanoid Outsider Aberration
Hit Dice: 11d8+25 ( 80 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares)
AC: 18 (+2 Dex, +6 Natural), touch 12, flatfooted 16
Base Attack/Grapple: +10/+10
Attack: Claw +14 melee (d8+4)
Full Attack: 2 Claws +14 melee (d8+4) and blood whip or greater fright (every other round)
Space/Reach: 5 ft./5 ft.
Special Attacks: blood whip, greater fright, spell like abilities
Special Qualities: Aberration traits, blood bubble, damage reduction 10/special, dark vision 90 feet, disguise, greater goolie consumption, greater goolie insanity, immunity to poison, immunity to mind affecting effects, resistance to cold 10, resistance to electricity 10, skin heal, outsider traits
Saves: Fort +7(+9), Ref +6(+8), Will +11(+13)
Abilities: Str 18, Dex 15, Con 14, Int 12, Wis 15, Cha 10 (effectively 3)
Skills: Bluff +14, Disguise +14(+16), Hide +14(+16), Listen +6(+8), Move Silently +10(+12), Spot +9(+11)
Feats: Deceitful, Dodge, Mobility, Toughness, Improved Initiative, Improved Natural Attack, Power Attack
Environment: Near any populated area
Organization: Solitary, pair, gang (3-5)
Challenge Rating: 14
Alignment: Chaotic Evil
Advancement: (12-15HD)
Description:
Except for some minor differences in their non-disguised appearance, Greater Goolies are very similar to normal Goolies … A Greater Goolie no longer suffers from the tell tale signs of loose skin, and floating eyeballs when either in possession of a body, or animating the skin of a victim. For all intents and purposes their inhabitance of their victims person is nearly flawless. (See Abilities: Disguise.)
When not in Disguise, a Greater Goolies differences are much more exaggerated. Instead of being just a hovering husk of skin with floating eyeballs, a Greater Goolies “substance” (the grayish gelatin smoke like blood that fills it in) is bursting out of invisible seems within its skin in light wisps of smoke that seem to spiral into each other and swirl around the outside of its flesh; except the smoke never dissipates. Every now and then the wisps of smoke that are spiraling will break and lash out like a whip. (See Abilities: Blood Whip)
Combat / Abilities:
Aberration Traits (Ex):
A Greater Goolie is an outsider but also shares some Abortion qualities. Most importantly being no distinguishable head or limbs. If it was not for the need to possess the skin of creatures with such things, a Goolie would have no need for them and thus is unaffected by anything that suggests the need for limbs. If a limb or head is cut off, the Goolie will simply fill in the space with more of itself.
Blood Whip (Ex):
Instead of using a Spell Like Power, a Greater Goolie can instead opt to lash out, intentionally snapping one of the many spirals of smoky blood that wraith around its figure, like a whip. This can only be done when not disguised, and is considered a free action touch attack, in addition to its normal full attack, using its BAB. If the target it struck see Greater Goolie Insanity.
Damage Reduction (Ex):
Greater Goolies have 10/- damage reduction against any physical attack except Piercing, and Slashing weapons; regardless of enchantment.
Disguise (Ex):
A Greater Goolie can subdue its natural state and call on its current skin to seal up its gaps, tighten itself up, and appear as if it was normal flesh, as a standard action, at will. To any but the most discriminating investigator, the Greater Goolie appears to be completely normal. Spot/Search (DC=30, +1 per HD above 11).
IMPORTANT!! While disguised a Greater Goolie can not use any other ability, including spell like powers.
Skin Heal (Ex):
A damaged Greater Goolie can call forth a stored skin at will as a full action in order to heal itself… In doing so it sheds its current skin as a puddle of flesh colored ooze, and calls forth a stored skin. This process is uninterruptible and takes the entire round, after which the Goolie is healed for 3D8+20 HP, and switches to the stored skin. (See Ecology: Skin Consumption)
IMPORTANT!! A Greater Goolie is unaffected by ANY and ALL Heal type spells, or their reverse “Wound” type spells.
Greater Goolie Spell like Abilities: (Caster level = 3 + HD )
11-12HD: At will, free action -- Darkness, Flare, Hold Portal, Major Image, Obscuring Mist, Silence; At will, standard action -- Daze Monster, Gaseous Form, Gentle Repose, Shadow Conjuration, Shadow Walk, Summon 1 Shadow (Max of 8 at once); 1/day, standard action -- Phantasmal Killer, Summon (1-3) Greater Shadows (for 2d4 turns);
13-14HD: At will, free action -- Arcane Lock, Darkness, Major Image, Obscuring Mist, Silence; At will, standard action -- Daze Monster, Gaseous Form, Gentle Repose, Shadow Conjuration, Shadow Walk, Summon 1 Shadows (Max of 10 at once) 1/day, standard action -- Insanity, Phantasmal Killer, Summon (1-6) Greater Shadows (for 2d4 turns)
15HD: At will, free action -- Arcane Lock, Darkness, Daze Monster, Major Image, Obscuring Mist, Silence; At will, standard action -- Gaseous Form, Gentle Repose, Shadow Conjuration, Shadow Walk, Summon 2 Shadows (Max of 12 at once); 2/day, standard action -- Insanity, Nightmare, Phantasmal Killer, Summon (1-6) Greater Shadows (for 2d4 turns)
Greater Goolie Fright (Su):
This ability functions much like normal Goolie Fright, except it can effect 1d4 targets (rolled before each use) and has heightened effects.
Once, every other combat round, Goolies can attempt to frighten d4 intelligent creatures within 40 feet of it. It takes a standard action, for concentration, during which the Goolie is flat footed. The target makes a Will save (DC=12, +1/HD of Goolie). If failed the Goolie chooses one of three effects.
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Flee: The frightened creature will run in a straight line, directly away from the Goolie at its fastest movement rate, ignoring all perils or obvious dangers, for 2d4 rounds. If the danger is certain death, such as running off a cliff or into a raging fire, the frightened creature can make another Will save (DC=20), to break the fear instantly. Otherwise they continue to run to their doom.
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Freeze: The frightened creature is frozen in place, unable to act, as if affected by a hold spell, for 2d4 rounds as visions of terror invade its mind. The frozen target also takes d4 Temporary Strength damage. Strength returns at one point an hour. The Greater Goolie can release a target from Freeze at will.
- *
Soul Scar: The frightened creature takes 5d6+5, & 1d6+1 per HD above 10, lethal psychic damage, and is shaken by mental images of its own soul being ripped apart by unseen forces. The victim suffers a -3 to all actions for 1 round per HD of the Goolie, unless already infected by Goolie blood. (subsequent successful attacks cause effects but penalty timer is reset not stacked)
*If a creature dies as a result of Soul Scaring their skin separates from their bodies and is usable by the Goolie.
Blood Bubble (Ex):
Any time a Greater Goolie takes damage, it looses a bit of itself permanently and will not heal until it can consume or calls forth a new skin. (See Ability: Skin Heal.) (See Ecology: Goolie Consumption) Anything adjacent to a Goolie, when it’s physically damaged, runs the chance of being impacted by a released blood bubble. A Goolie slain in a single massive attack (doing 70% or more of its HP in damage), will explode like a balloon threatening all within a 10 foot diameter. The impact of a Blood Bubble is impossible to feel by any means.
Because the blood bubbles are small nearly translucent grey smoke, there is only a slight chance that anyone facing that direction will notice the incoming Blood Bubble. Those actively paying attention to the Goolie make a Spot DC=12. There is no check necessary if the Goolie Explodes (it’s obvious enough). Those not actively paying attention make a Spot DC=18. Those who see an incoming Blood Bubble make a Reflex save (DC=10 +1 per 3HP damage, max DC=18) to avoid it. Those who do not see an incoming blood bubble are rolled secretly by the DM (DC=12 +1 per 3HP damage, max DC=18) Exploding Greater Goolies force all those within 10 feet to make a Reflex save DC=24.
If no one witnesses the impacting of the blood bubble, then the DM will roll secretly for the onset of insanity.
Greater Goolie Insanity (Ex):
Stage One: Infection
Each time a Greater Goolies blood bubble, or blood whip, impacts on any creature, with an Intelligence of at least 3, that creature must make a Will save (DC=14 +1 per 2HD of the Goolie, rounded down) or be infected. (EX: 13HD is DC=20).
Stage Two: Symptoms
An infected creature has a -5 to all attacks, skills, feats, saves, and ability rolls, due to an overwhelming anxiety that slowly begins to drive them mad. (If DM rolled secretly, apply all penalties in secret.) A “Remove Fear” (Clr Lvl 1) spell will remove any symptoms of infection for the spells duration. (To some, this symptom free time may appear as a cure!)
Stage Three: Infection Advances
(2D6) hours after infection, and every 12 hours there after, the infected creature must make an Intelligence check against Onset Insanity (DC=12 +1 per 2HD of Goolie, +1 for each 12 hours after the first (Max +10 at 5 days). Success brings an infection advance, and re-roll with penalties, after 12 hours. Failure results in the immediate onset of insanity.
A “Remove Disease” (Clr Lvl 3) spell cast prior to the onset of insanity allows the infected an instant “free” attempt at a Will Save against the onset of insanity. (DC is equal to the most previous advance.) If successful the next advance of Onset Insanity is skipped entirely. (The infection is in hibernation and no Intelligence check is required until it wakes up in 12 hours.) If failed the next advance is rolled normally. (Only one such attempt is possible per advance)
Sp. Note: Any time before Onset Insanity a “Restoration” (Clr Lvl 4), cast by a Cleric of at least level 15, allows an immediate Will Save. (DC is equal to the most previous advance.) Success cures the infection. (Only one such attempt is possible for each Infection Advance)
*For Examples of stage three please see normal Goolie description.
Stage Four: Onset Insanity (full infection)
If the creature fails any insanity check it immediately goes insane, looses all sense of logic (Effective Intelligence becomes 3), is overwhelmed with paranoia and the belief that the only safe place is in some distant seclusion; which is actually the lair of the Goolie Mother.
If the insanity victim is not restrained against its will, it will eventually make its way to the Goolie Mother’s lair, or die trying to get there. Once it reaches the lair, the victim is transformed by the Goolie Mother into a Goolie and set loose onto the world. Any victim that is successfully restrained against its will to leave, will slowly loose 1 point of intelligence permanently, every 12 hours, until brain dead. A “Greater Restoration” (Clr Lvl 7), cast by a Cleric of at least level 20, will destroy the infection any time before the victims Intelligence is reduced to 0… And any creature that goes brain dead is irretrievable by anything less then Divine Intervention.
Advancement / Ecology:
Goolie Transformation:
When an intelligent creature is infected with Goolie Insanity, it has already begun the transformation into a Goolie, but must still be seeded by a Goolie Mother. If an insanity infected creature is not seeded it will slowly degenerate until brain dead. (See: Greater Goolie Insanity) Should an insanity infected creature make it to the Goolie Mother’s Lair, the Goolie mother incases the victim in a cocoon of hardened black gelatin, resembling Goolie Blood. The cocoon is hollow on the inside, and supplies breathable air to the trapped creature. But restricts movement to all the extremities save the face and head. The trapped victim is left helpless, unable to move or hear anything but its own screaming. From the outside of the cocoon, all that’s heard of the victims torment is a faint muffled gurgle…
While incased in the black coffin of gelatin, screaming in terror as the insanity ravages its brain, the victim is infused with the essence of fright; during which The Goolie young gains strength and begins to coalesce inside the victims mouth. Upon the victim’s last screeching breath of fear, the Goolie finely hatches from its dimensional incubator and erupts from the victims mouth in a spray of grey black fluid, quickly filling the cavity left within the cocoon. A few moments later, the new born Goolie simply slides out of the cocoon in its full glory; a hovering bag of flesh filled with a smoky black fluid and floating eyes in its flesh sockets. Any creature that is successfully transformed into a Goolie is forever gone; its essence ripped apart by fright and consumed by the new born Goolie. Only a God with the Fright portfolio can reverse it.
Greater Goolie consumption:
Greater Goolies, though not much different then their lesser counterparts, do not suffer nearly as many vulnerabilities during the process of consumption.
- Skin Consumption/Possession – A Greater Goolie no longer has to choose whether or not to possess a victims skin, or consume it, as the acts are now one and the same. Otherwise the process is exactly like that of a normal Goolie.
A Greater Goolie that consumes a victims skin can call that skin to the surface at any time, as though it had possessed it, and not consumed it. (See Ability: Skin Heal) At the same time, a Greater Goolie is fully healed after each skin consumption. A Greater Goolie can have a number of “stored” skins as it has HD above 9. (An 11HD Greater Goolie can store up to two sets of skin.) Any time a Greater Goolie consumes a skin in which it has no room to store, it must immediately shed one already stored, or shad the new one as waste within 1 minute of consuming it. A Greater Goolie that is interrupted while consuming a new skin, can call up a stored skin, as a full action, to defend itself. If the Greater Goolie has no other stored skin, it is vulnerable to evaporation as if it where a normal Goolie.
The act of consumption takes 1d4 rounds, during which the Greater Goolie can only travel at 5’/rd. A Greater Goolie can call forth a stored set of skin as a full action, at will.
- Body Possession – Technically a Greater Goolie no longer needs to possess a victims body in order to pass itself off as a more convincing “copy” of that person, because of its greatly enhanced disguise abilities. Thus if its purpose is simply to blend in, it can do that without endangering its life through possession. However, unlike a normal Goolie, a Greater Goolie that so chooses to possess the body of its victims has much more control over its faculties.
A Greater Goolie possesses a victims body exactly like it would as a normal Goolie, except that it no longer has to shed its current skin in order to do so, and it expends 2d6 HP upon possession and 2d6+2 HP each day there after, as well as 1HP for each use of a special ability, or spell. It maintains all the powers the victim had in life, at a level equal to the Greater Goolies current HD, or the level of the victim who’s body is possessed. (Whichever is lower) The Greater Goolie may only use spells and abilities remaining for that day, and does not gain the ability to memorize, pray, or reset, new spells or abilities based on class. However, it has full access to any Extraordinary, and Supernatural powers granted by race. Like a Doppelgangers “Change Shape” ability.
Example: A 12HD Greater Goolie possesses the body of a 15 Level Mage. It has access to all remaining spells and abilities up to a caster level of 12. (Thus it has no access to any remaining level 7 spells, only level 6 and below) Unfortunately the mage had cast all its level 6 and a few level 3 spells fighting the Goolie, and thus the Goolie is without the most powerful spells. But it has full access to any remaining spells the mage had memorized prior to death. When depleted, the Greater Goolie will “NOT” be able to re-memories any spells, or refresh any abilities granted the victim in life, except for its racial abilities.
Later that day the Greater Goolie possesses the body of a level 10 ranger, and gains use of all the rangers abilities as if it where a level 10 ranger. Any daily limited abilities, and memorized spells, do not refresh at the beginning of the next day.
Note: In order to keep gaining the benefits of its victims classes the Greater Goolie must jump from victim to victim and hope that the next victim had not completely spent its daily allotment of spells, abilities, and skills.
SP. Note: Because a Greater Goolie no longer has to shed its current skin to possess a body it is no longer vulnerable to evaporation during the possession as a normal Goolie is. Unless for some absurd reason the Greater Goolie shed its last set of skin before the possession attempt!
Goolie Advancement:
HD___CR____Att____Abilities___________ Saves____________Bonus Feats/Abilities_______
12_____+0____+1____+1 Wis, +1 Str______+1 Will, +1Fort_____Cleave__________________
13_____+1____+1____+2 AC* +1 Str____ _+1 Ref____________New Spell Like Abilities**__
14_____+0____+1____+1 Dex, +1 Str______+1 Will, +1Fort_____Weapon Focus (+1 Att Claw)
15_____+1____+1____+2 AC* +1 Str______+1 Ref____________New Spell Like Abilities**__
* Natural Armor Bonus
** See Spell Like Abilities
Greater Goolie (15 HD) Before Ascendance
Medium Humanoid Outsider Aberration
Hit Dice: 15d8+25 ( 108 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares)
AC: 23 (+3 Dex, +10 Natural), touch 13, flatfooted 20
Base Attack/Grapple: +14/+14
Attack: Claw +21 melee (d8+6)
Full Attack: 2 Claws +21 melee (d8+6) and Blood Whip or Greater Fright (every other round)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Whip, Greater Fright, Spell Like Abilities
Special Qualities: Aberration traits, blood bubble, damage reduction 10/special, dark vision 90 feet, disguise, greater goolie consumption, greater goolie insanity, immunity to poison, immunity to mind affecting effects, resistance to cold 10, resistance to electricity 10, skin heal, outsider traits
Saves: Fort +9(+11), Ref +8(+10), Will +13(+16)
Abilities: Str 22, Dex 16, Con 14, Int 12, Wis 16, Cha 10 (effectively 3)
Skills: Bluff +18, Disguise +18(+20), Hide +18(+21), Listen +6(+9), Move Silently +10(+13), Spot +9(+12)
Feats: Cleave, Deceitful, Dodge, Mobility, Toughness, Improved Initiative, Improved Natural Attack, Power Attack, Weapon Focus (Claw)
Environment: Near any populated area
Organization: Solitary, pair, gang (3-5)
Challenge Rating: 16
Alignment: Chaotic Evil
Combat Tactics:
Tactics depend greatly on the availability of spell like powers, and stored skins.
Before Battle: – Greater Goolies will always be controlling as many shadows as it can summon freely. At 11HD it will be 8 at 15HD it will be 12 but will save its Summon Greater Shadow ability till in eminent danger. Usually to defend its escape. If not in combat, the shadows are used to make the appearance of the Greater Goolie to its victim that much more theatric.
Ambushing: – Greater Goolies will make liberal use of all their illusion powers, and shadows, to confuse its targets and funnel them into an ambush. Where they will have already cast silence and darkness spells to limit their targets spell casting and melee effectiveness.
General Combat: A Greater Goolie understands its own physical frailty and will take all precautions to keep a safe distance from threatening targets, and use its summoned shadows to great effect. (Though unthreatening targets are tempting, often luring it in closer to better witness its victims terror.) It will also have up its least important stored skin, that it does not mind becoming damaged. While at a distance it will first shut down any ranged attacker or spell caster, using Silence, Darkness, and Daze Monster (If effective). After which it will make liberal use of its Blood Whip and Greater Fright abilities. Should an attacker make it within melee range, the Greater Goolie will use gaseous form and attempt to move where the attacker can not follow. After which it will resume its attack.
Fleeing: If a Greater Goolie is reduced to less then 40% health it will use its Summon Greater Shadow ability and attempt to physically flee, leaving the shadows to prevent pursuit. If for some reason it can not, it will attempt to shadow walk. Only when cornered and unable to flee will a Greater Goolie engage in melee combat.
Special: When reduced to 20% or less of its health it will shed its current skin and call forth another, preferably where it can not be seen, and attempt to bluff its attackers, with its “Disguise” ability, into thinking it is a by stander. All the while it will exhaust every possible means in an attempt to flee.
Greater Goolie Ascendance:
Ascending to Fear Fleshed Goolie.