Without further ado, I present the 'Flesh-Fused Monstrosity', small version:
Flesh-Fused Monstrosity
Small Abberation
Hit Dice: 2d8+6 (15 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft (4 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/-4
Attack: Slam +0 melee (1d4-1) or by weapon (simple weapons only)
Full Attack: 2 Slams +0 melee (1d4-1) or by weapon (simple weapons only)
Space/Reach: 5ft/5ft
Special Attacks: Gnaw 1d6-1
Special Qualities: All-around vision, darkvision 60', regeneration 2, repulse, SR 11
Saves: Fort +5, Ref +1, Will +2
Abilities: Str 8, Dex 12, Con 16, Int 3, Wis 8, Cha 5
Skills: Climb +2, Jump +1, Spot +7*
Feats: Great Fortitude
Environment: Any land or underground
Organization: Solitary, pair, or gang (3-10)
Challenge Rating: 1
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 3 HD (Small) and special
Level Adjustment: -
...the thing lurched forward, grabbing with ill-formed hands on long, slender arms. Faces, seemingly in random places on its flesh, kept an eye on us, as it groaned in anxiety and obvious pain. I was both repulsed, and felt pity - but then, it was me...or it.
Flesh-fused monstrosities are created beings, but not constructs, per se. Though they are made of flesh, they are not undead, either. The truth of the matter is far more horrible - flesh-fused monstrosities are living, breating entities that have been molded into another, horrific form, while they yet live!
They are taken partially from any race of living being - any given monstrosity may have the face of a wolf peering from its midsection, while the face of an elf moans from what should be a shoulder. They are made in many shapes, most bizarre, but all having the same basic characteristics. The larger they get, the more legs they tend to have to support them. Whereas a small monstrosity may have stability with 3 legs, it is not uncommon for a gargantuan one to have 6 or more, all of them made from whatever parts are available, and resembling an elephant's sturdy legs.
Any medium or larger monstrosity may have 2 weaker arms, at the cost of the reach, damage, and strength of 1 of its base arms - for example - the maker of a huge monstrosity wishes his creation to have more arms, so instead of 2 arms suitable for a huge monstrosity, he makes it with 1, and 2 of the length and strength of a large monstrosity. This can be done down to the base of a small monstrosity: Str 8, reach 5', base damage 1d4.
It is said that the uvuudaum themselves originated this horrific magical craft, and few doubt it.
Any such beings created are irrevocably insane by the time the process is over, and the mind is all but gone - however, with decentralization of the nervous system, something of a hive mind comes into being. The things always hunger for flesh, as their magically increased metabolisms demand, and though nominally under the control of their creator, given the opportunity, they care only to feed.
Combat:
A flesh-fused monstrosity has no concept of tactics - it acts under orders from its creator, following simple commands, or it goes after the easiest target, wanting only to sate its hunger.
Gnaw(Ex): Any time that a monstrosity hits with 2 unarmed slams, or grapples, it keeps a grip and gnaws for bite damage each turn automatically.
All-around vision(Ex): A monstrosity has eyes placed in many places around its body, and thus cannot be flanked, and gets a +8 bonus to spot, in any direction.
Repulse(Ex): Anyone seeing a flesh-fused monstrosity for the first time any given day must make a will save (DC 8, or 10+1/2 HD + Cha bonus) or be shaken for 1d6 rounds.
Well, there's the little one, as promised. It also gets abberation traits, of course, but I didn't figure I had to mention that. What do you guys think? Critique away...and...the big guy should be up either tonight or tomorrow...