Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Sub-Epic Offerings
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Obly99" data-source="post: 8667459" data-attributes="member: 7035194"><p>Today I bring you Carpenter's the Thing <a href="https://en.wikipedia.org/wiki/The_Thing_(1982_film)" target="_blank">The Thing (1982 film) - Wikipedia</a>. Originally created by the Legendary Games, some abilities were very poorly written and just weren't working so I tried to tidy up as much as I could. Ready to terrify your players during the long, dark arctic winters?</p><p>Qomok CR 14/MR 5</p><p></p><p><em>A slight tremor in the man’s face heralds the arrival of a ghastly horror. What was a man moments ago suddenly rips itself apart: its flesh bursts open, blood and viscera spray in all directions, and its internal organs liquefy and ooze to the floor. As the man-thing contorts and expands in impossible directions, great multi-jointed insectoid legs and a sickening array of clawed limbs, oily tentacles, and sucking mouths sprout from its ruined torso and its face ruptures to form an awful split-faced maw of jagged teeth.</em></p><p></p><p>XP 38,400</p><p></p><p>CE Large aberration (alien, mythic, shapechanger)</p><p></p><p><strong>Init</strong> +11; <strong>Senses</strong> all-around vision, blindsight 60 ft., scent; <strong>Perception</strong> +23</p><p><strong>Aura</strong> frightful presence (30 ft., DC 22), unnatural aura (30 ft.)</p><p></p><p><strong>Defense</strong></p><p><strong></strong></p><p><strong>AC</strong> 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, -1 size)</p><p></p><p><strong>hp</strong> 264 (16d8+152) regeneration 10 (acid, electricity, or fire; ceases during hibernation)</p><p></p><p><strong>Fort</strong> +19, <strong>Ref</strong> +14, <strong>Will</strong> +18;</p><p><strong>Defensive Abilities</strong> hard to killMA, split (acid, electricity, or fire; 10 hp); <strong>DR</strong> 10/epic; <strong>Immune</strong> ability damage, ability drain, bleed, cold, death effects, disease, mind-affecting effects, ooze traits, petrification, sonic; <strong>SR</strong> 25</p><p></p><p><strong>Weaknesses</strong> vulnerable to acid, electricity, and fire</p><p></p><p><strong>Offense</strong></p><p><strong></strong></p><p><strong>Speed </strong>40 ft.</p><p><strong>Melee</strong> bite +19 (2d6+10), 2 extremities +20 (1d8+7/19-20/×3 plus grab), or feeding tendril +14 (1d3 plus attach, blood drain, and infection)</p><p></p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft. (20 ft. with feeding tendril)</p><p></p><p><strong>Special Attacks</strong> blood drain (1d3 Con), infectionMA (DC 25), mythic power (5/day, surge +1d8)</p><p></p><p><strong>Statistics</strong></p><p><strong></strong></p><p><strong>Str</strong> 25, <strong>Dex</strong> 14, <strong>Con </strong>24, <strong>Int</strong> 24, <strong>Wis</strong> 18, <strong>Cha</strong> 18</p><p></p><p><strong>Base Atk</strong> +12; <strong>CMB</strong> +20; <strong>CMD</strong> 32 (can’t be tripped)</p><p></p><p><strong>Skills</strong> Acrobatics +21, Bluff +28, Climb +17, Diplomacy +20, Disguise +28, Intimidate +23, Knowledge (dungeoneering) +30, Knowledge (nature) +30, Perception +23, Sense Motive +20, Stealth +29, Swim +26, Use Magic Device +17; <strong>Racial Modifiers</strong> +8 Bluff, +8 Disguise, +8 Stealth, +16 all Knowledge skills, +8 Use Magic Device</p><p><strong>Feats </strong>CleaveMF, Great Fortitude, Improved Critical (extremities)MF, Improved InitiativeMF, Lightning Reflexes, Power Attack, Weapon Focus (extremities)</p><p></p><p><strong>Languages</strong> Aklo, Elder Thing plus any other languages of assimilated victims (can’t speak); telepathy (only with other qomoks, 100 ft.)</p><p></p><p><strong>SQ</strong> alter shapeMA, assimiliateMA, assimilated knowledge, compression, hibernation, mimicry, no breath</p><p><strong>Environment:</strong> warm and temperate land</p><p><strong>Organization:</strong> solitary or invasion (2–5)</p><p><strong>Treasure: </strong>incidentatl</p><p><strong>Advancement: </strong>17–23 HD (Large), 24–32 HD (Huge) or by class level</p><p></p><p><strong>Alter Shape (Ex)</strong></p><p></p><p>When a qomok attacks, its body bursts open to display a variety of strange and terrifying body parts and portions of anatomy—claws, tentacles, insectoid limbs, eyes, teeth, horns, partially- or fully-formed animal heads, humanoid faces—from creatures it has assimilated and replicated. This ghastly transformation immediately triggers its frightful presence ability. A qomok can alter its shape in the following ways:</p><ul> <li data-xf-list-type="ul">As a full-round action, during which it is completely helpless, a qomok can perfectly mimic the last creature it assimilated. A qomok can use this ability to assume the appearance of specific individuals, much like a doppelganger’s perfect copy ability. None of the qomok’s ability scores are adjusted when it mimics a victim’s form. While it mimics a victim’s form, a qomok knows (and can speak) the languages known by the victim, and gains the use of all of the victim’s sense, natural weapons, defensive (not natural armor) and offensive abilities, but not feats, traits, supernatural abilities, spellcasting (but gain any racial spell-like abilities, with CL equal to that of the mimic creature or the HD of the qomok, which of the two is lower), or class abilities, and cannot gain immunity or resistance to acid, electricity, or fire through this ability. A qomok, for calculate the bonus or DCs of an ability it gains, uses is own HD and abilities score (if a qomok mimic a Xenarth demon, the poison has a DC of 25 instead of 23). A qomok also gains any weaknesses, such as light blindness or light sensitivity, and vulnerabilities of the creature for as long as it continues to mimic it. A qomok also replicates the appearance of any physical wounds (though it does not suffer damage itself ), illnesses or diseases possessed by a victim (though it does not suffer any ill effects), as well as any physical deformities, such as missing eyes or limbs. A qomok can only replicate living, organic material. Because the qomok mimic is so perfect, it automatically pass all Disguise checks to impersonate it. This is a polymorph effect and true seeing do not pierce it unless the caster succeed a caster level check against the spell resistance of the qomok.</li> </ul><p></p><ul> <li data-xf-list-type="ul">As a swift action, a qomok can extend the reach of one of its extremities’ or its bite attack by 10 feet until the beginning of its next turn. A qomok can also expend one use of mythic power as a swift action to extend all of its melee attacks by 10 feet until the beginning of its next turn. This is not a polymorph effect.</li> </ul><p></p><ul> <li data-xf-list-type="ul">As a move action, a qomok can generate body parts that provide it with one of the following additional forms of movement: burrow 20 ft., climb 40 ft., fly 60 ft. (poor), or swim 40 ft. It can only maintain body parts for one of these four forms of movement at a time. This is not a polymorph effect.</li> </ul><p></p><ul> <li data-xf-list-type="ul">As a swift action, a qomok can gain one of the following special attack forms: attach (bite), constrict (1d8+7), distraction (DC 25), engulf (DC 25, 1d6 acid), fast swallow (1d6 acid, AC 17, 26 hp), grab (bite and extremities), pounce, pull (extremities or feeding tendril, 10 ft.), push (extremities, 10 feet), rake (2 extremities +20, 1d8+7), rend (2 natural attacks, 1d8+10), smother, stench (DC 25, 2d6 rounds), strangle, trample (1d8+10, DC 25), trip (bite or extremities). A qomok can maintain up to 6 of these replicated special attack forms at one time, and it can end any number of them as a free action. Additionally, if any of the special attacks require a saving throw, a qomok can expend one use of mythic power as a free action to force its target to roll two saves and keep the lower result. This is not a polymorph effect.</li> </ul><p></p><p><strong>Assimilate (Ex)</strong></p><p>When a qomok slays a living creature (excluding oozes, plants, and creatures that do not have blood) with its blood drain attack, it reduces its victim to a gelatinous sludge that the qomok can absorb as a full-round action that provoke attack of opportunity to assimilate that creature. An assimilated creature does not contract the qomok’s alien infection (see below) and transform into a qomok. Instead, an assimilated creature’s body is completely annihilated and can only be restored to life using miracle, true resurrection, or wish.</p><p></p><p>However, if a qomok kills a creature with its feeding tendril and is prevented from—or chooses not to—assimilate its victim’s body, the victim’s remains automatically contract the qomok’s alien infection. After it assimilates a creature, a qomok has detailed information about the victim’s identity and personality, has access to all of the victim’s memories and add all the languages know by the victim ot its own. A qomok does not gain access to a victim’s abilities unless it uses its alter shape ability to mimic its victim’s form.</p><p></p><p><strong>Assimilated Knowledge (Ex)</strong></p><p>A qomok absorbs an incredible amount of knowledge from its assimilated victims over its long existence. It adds its HD on all Knowledge checks and can make all Knowledge checks untrained.</p><p></p><p><strong>Extremities (Ex)</strong></p><p>When a qomok attacks, it generates various extremities that end in claws, pincers, bludgeoning protrusions, spikes, tentacles, or talons as a free action. Regardless of which attack form a qomok generates or what size a qomok assumes, the base damage for its extremities natural attack is 1d8 and the qomok can choose to deal bludgeoning, piercing, or slashing damage as a free action on each separate hit of the extremities.</p><p></p><p><strong>Feeding Tendril (Ex)</strong></p><p>A qomok generates a long, ropey feeding tendril that it uses to drain blood and assimilate other creatures by pumping them full of the qomok’s alien genetic material. A feeding tendril has a reach of 20 feet, strikes as a melee attack, and uses the qomok’s Dexterity modifier on its attack roll instead of its Strength modfier. A qomok’s feeding tendril attack automatically succeeds if the qomok successfully pins its target or its target is paralyzed, stunned, or otherwise helpless. A feeding tendril has 10 hit points, AC 16, DR 5/slashing, and a Break DC of 18. If a feeding tendril is destroyed, a qomok can generate a replacement as a swift action. A qomok can use its feeding tendril as a full-round action that provoke attack of opportunity on a corpse that hasn't been dead for more than 1 minute (with the same limitation writted under assimilate) to automatically reduce it to a gelatinous sludge and infect it with the alien infection, unless it is immune to diseases (see infection, below). The qomok can use assimilate as normal (or let it transform in a qomok in 2d6 minutes, unless it is immune to diseases).</p><p></p><p><strong>Frightful Presence (Ex)</strong></p><p>A qomok’s frightful presence ability is triggered when it uses its alter shape ability to adopt a strange and terrifying form.</p><p></p><p><strong>Hard to Kill (Ex)</strong></p><p>A qomok does not age, nor does it need to eat, breathe, or sleep. Only violence can bring about the death of one of these creatures. A qomok is incredibly hard to kill, for each individual cell is effectively a separate living organism, and if the creature is not killed by acid, electricity, or fire damage it will eventually fully heal. A qomok reduced to negative hit points by acid, electricity, or fire damage does not gain the dying condition but enters a state of hibernation (as described below). A qomok is only truly destroyed when its hit points are reduced to its negative Constitution score times its mythic tier (–24 x 5 = –120 hp) by acid, electricity, or fire damage.</p><p></p><p><strong>Hibernation (Ex)</strong></p><p>If a qomok is reduced to negative hit points by acid, electricity, or fire, or if it becomes trapped in an extremely cold environment (trapped under solid ice, sub-freezing liquid, or ejected into the vacuum of deep space) for more than 5 minutes, it enters a state of involuntary hibernation. While in this state, it can take no actions, is helpless, and its regeneration ability ceases to function. The qomok also appears dead to most observers, though a successful DC 44 Heal check detects faint signs of life. A qomok forced into hibernation after taking acid, electricity, or fire damage awakens in 4d6 hours (after its charred remains cool). A qomok forced into hibernation due to extreme cold remains in hibernation until it enters a warmer environment, whereupon it awakens in 1d4 days. Once a qomok awakens it’s regeneration ability begins functioning again.</p><p></p><p><strong>Infection (Ex)</strong></p><p>When a living creature takes Con damage from a qomok’s blood drain attack (and does not die) or a creature makes a successful bite attack against a qomok, it must succeed on a DC 25 Fortitude save or contract an exceptionally virulent alien infection that eventually transforms the creature into a qomok. This is a disease effect. Living creature without cells (elementals, etc.) are immune to alien infection. After an infected creature transforms into a qomok, it can only be restored to its previous form using miracle, wish, or killling it and using true resurrection. A qomok can also expend two uses of mythic power as a free action to expose a creature to its alien infection with a mere touch (delivered either as part of a natural attack, as a separate melee attack using the qomok’s highest base attack bonus, or as an out-of-combat action to touch an unsuspecting creature).</p><p></p><p><em>Alien Infection:</em> Blood drain, successful bite attack against the qomok, or qomok’s touch—injury or contact; <strong>save </strong>Fortitude DC 25; <strong>onset</strong> immediate; <strong>frequency</strong> 1/minute; <strong>effect</strong> victim transforms into a qomok after failing 3 Fortitude saves; <strong>cure</strong> 3 consecutive saves. The save DC is Constitution-based.</p><p></p><p>The alien infection works insidiously, with the victim often feeling and showing no signs of discomfort. Anyone who examines the victim and succeeds on a DC 44 Heal check identifies the alien infection. When the infection transforms a creature into a qomok, the transformation is extremely subtle as well. Creatures observing the victim as he or she transforms must succeed on a DC 30 Sense Motive check to notice something is amiss. Infected creatures that die before transforming into a qomok rise as a qomok 1d6 minutes after death. Creatures killed and reduced to sludge by a qomok’s blood drain attack—unless they are immune to diseases—are automatically infected and transform into a qomok 2d6 minutes after death if the qomok does not assimilate the creature’s body before that time elapses.</p><p></p><p><strong>Mimicry (Ex)</strong></p><p>A qomok can use any spell trigger or spell completion item as if the spells were on its spell list and of the correct type. Its caster level is equal to its racial Hit Dice and its spellcasting ability score is always Intelligence, even for object that require other scores (like a scroll of a cleric spell that normally require Wisdom). Use Magic Device is a class skill for a qomok.</p><p></p><p><strong>Split (Ex)</strong></p><p>A qomok splits into two identical copies of itself when it suffers acid, electricity, or fire damage that reduces it to less than half of its current hit points. If a qomok is taking continuous acid or fire damage when it splits only one of the copies continues to suffer the continuous damage. Each copy has half of the original’s remaining hit points (rounded down) and each time a qomok splits it decreases one size category, though it cannot decrease below Diminutive. This decrease in size changes the qomok’s statistics as the reduce person spell. A Tiny or Diminutive qomok ‘s Intelligence score drops to 2, and it can only attack with its feeding tendril. A Tiny or Diminutive qomok becomes focused on self-preservation and generally avoids combat unless it can attack without endangering itself. A qomok reduced to less than 10 hit points cannot split itself further. Two or more copies of the same qomok can merge as a move action, and the copies that merge combine their total remaining hit points. A qomok increases one size category for each copy that merges, or if it kill and assimilate a creature, until it return to its original size (Large for standard qomok).</p></blockquote><p></p>
[QUOTE="Obly99, post: 8667459, member: 7035194"] Today I bring you Carpenter's the Thing [URL='https://en.wikipedia.org/wiki/The_Thing_(1982_film)']The Thing (1982 film) - Wikipedia[/URL]. Originally created by the Legendary Games, some abilities were very poorly written and just weren't working so I tried to tidy up as much as I could. Ready to terrify your players during the long, dark arctic winters? Qomok CR 14/MR 5 [I]A slight tremor in the man’s face heralds the arrival of a ghastly horror. What was a man moments ago suddenly rips itself apart: its flesh bursts open, blood and viscera spray in all directions, and its internal organs liquefy and ooze to the floor. As the man-thing contorts and expands in impossible directions, great multi-jointed insectoid legs and a sickening array of clawed limbs, oily tentacles, and sucking mouths sprout from its ruined torso and its face ruptures to form an awful split-faced maw of jagged teeth.[/I] XP 38,400 CE Large aberration (alien, mythic, shapechanger) [B]Init[/B] +11; [B]Senses[/B] all-around vision, blindsight 60 ft., scent; [B]Perception[/B] +23 [B]Aura[/B] frightful presence (30 ft., DC 22), unnatural aura (30 ft.) [B]Defense AC[/B] 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, -1 size) [B]hp[/B] 264 (16d8+152) regeneration 10 (acid, electricity, or fire; ceases during hibernation) [B]Fort[/B] +19, [B]Ref[/B] +14, [B]Will[/B] +18; [B]Defensive Abilities[/B] hard to killMA, split (acid, electricity, or fire; 10 hp); [B]DR[/B] 10/epic; [B]Immune[/B] ability damage, ability drain, bleed, cold, death effects, disease, mind-affecting effects, ooze traits, petrification, sonic; [B]SR[/B] 25 [B]Weaknesses[/B] vulnerable to acid, electricity, and fire [B]Offense Speed [/B]40 ft. [B]Melee[/B] bite +19 (2d6+10), 2 extremities +20 (1d8+7/19-20/×3 plus grab), or feeding tendril +14 (1d3 plus attach, blood drain, and infection) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. (20 ft. with feeding tendril) [B]Special Attacks[/B] blood drain (1d3 Con), infectionMA (DC 25), mythic power (5/day, surge +1d8) [B]Statistics Str[/B] 25, [B]Dex[/B] 14, [B]Con [/B]24, [B]Int[/B] 24, [B]Wis[/B] 18, [B]Cha[/B] 18 [B]Base Atk[/B] +12; [B]CMB[/B] +20; [B]CMD[/B] 32 (can’t be tripped) [B]Skills[/B] Acrobatics +21, Bluff +28, Climb +17, Diplomacy +20, Disguise +28, Intimidate +23, Knowledge (dungeoneering) +30, Knowledge (nature) +30, Perception +23, Sense Motive +20, Stealth +29, Swim +26, Use Magic Device +17; [B]Racial Modifiers[/B] +8 Bluff, +8 Disguise, +8 Stealth, +16 all Knowledge skills, +8 Use Magic Device [B]Feats [/B]CleaveMF, Great Fortitude, Improved Critical (extremities)MF, Improved InitiativeMF, Lightning Reflexes, Power Attack, Weapon Focus (extremities) [B]Languages[/B] Aklo, Elder Thing plus any other languages of assimilated victims (can’t speak); telepathy (only with other qomoks, 100 ft.) [B]SQ[/B] alter shapeMA, assimiliateMA, assimilated knowledge, compression, hibernation, mimicry, no breath [B]Environment:[/B] warm and temperate land [B]Organization:[/B] solitary or invasion (2–5) [B]Treasure: [/B]incidentatl [B]Advancement: [/B]17–23 HD (Large), 24–32 HD (Huge) or by class level [B]Alter Shape (Ex)[/B] When a qomok attacks, its body bursts open to display a variety of strange and terrifying body parts and portions of anatomy—claws, tentacles, insectoid limbs, eyes, teeth, horns, partially- or fully-formed animal heads, humanoid faces—from creatures it has assimilated and replicated. This ghastly transformation immediately triggers its frightful presence ability. A qomok can alter its shape in the following ways: [LIST] [*]As a full-round action, during which it is completely helpless, a qomok can perfectly mimic the last creature it assimilated. A qomok can use this ability to assume the appearance of specific individuals, much like a doppelganger’s perfect copy ability. None of the qomok’s ability scores are adjusted when it mimics a victim’s form. While it mimics a victim’s form, a qomok knows (and can speak) the languages known by the victim, and gains the use of all of the victim’s sense, natural weapons, defensive (not natural armor) and offensive abilities, but not feats, traits, supernatural abilities, spellcasting (but gain any racial spell-like abilities, with CL equal to that of the mimic creature or the HD of the qomok, which of the two is lower), or class abilities, and cannot gain immunity or resistance to acid, electricity, or fire through this ability. A qomok, for calculate the bonus or DCs of an ability it gains, uses is own HD and abilities score (if a qomok mimic a Xenarth demon, the poison has a DC of 25 instead of 23). A qomok also gains any weaknesses, such as light blindness or light sensitivity, and vulnerabilities of the creature for as long as it continues to mimic it. A qomok also replicates the appearance of any physical wounds (though it does not suffer damage itself ), illnesses or diseases possessed by a victim (though it does not suffer any ill effects), as well as any physical deformities, such as missing eyes or limbs. A qomok can only replicate living, organic material. Because the qomok mimic is so perfect, it automatically pass all Disguise checks to impersonate it. This is a polymorph effect and true seeing do not pierce it unless the caster succeed a caster level check against the spell resistance of the qomok. [/LIST] [LIST] [*]As a swift action, a qomok can extend the reach of one of its extremities’ or its bite attack by 10 feet until the beginning of its next turn. A qomok can also expend one use of mythic power as a swift action to extend all of its melee attacks by 10 feet until the beginning of its next turn. This is not a polymorph effect. [/LIST] [LIST] [*]As a move action, a qomok can generate body parts that provide it with one of the following additional forms of movement: burrow 20 ft., climb 40 ft., fly 60 ft. (poor), or swim 40 ft. It can only maintain body parts for one of these four forms of movement at a time. This is not a polymorph effect. [/LIST] [LIST] [*]As a swift action, a qomok can gain one of the following special attack forms: attach (bite), constrict (1d8+7), distraction (DC 25), engulf (DC 25, 1d6 acid), fast swallow (1d6 acid, AC 17, 26 hp), grab (bite and extremities), pounce, pull (extremities or feeding tendril, 10 ft.), push (extremities, 10 feet), rake (2 extremities +20, 1d8+7), rend (2 natural attacks, 1d8+10), smother, stench (DC 25, 2d6 rounds), strangle, trample (1d8+10, DC 25), trip (bite or extremities). A qomok can maintain up to 6 of these replicated special attack forms at one time, and it can end any number of them as a free action. Additionally, if any of the special attacks require a saving throw, a qomok can expend one use of mythic power as a free action to force its target to roll two saves and keep the lower result. This is not a polymorph effect. [/LIST] [B]Assimilate (Ex)[/B] When a qomok slays a living creature (excluding oozes, plants, and creatures that do not have blood) with its blood drain attack, it reduces its victim to a gelatinous sludge that the qomok can absorb as a full-round action that provoke attack of opportunity to assimilate that creature. An assimilated creature does not contract the qomok’s alien infection (see below) and transform into a qomok. Instead, an assimilated creature’s body is completely annihilated and can only be restored to life using miracle, true resurrection, or wish. However, if a qomok kills a creature with its feeding tendril and is prevented from—or chooses not to—assimilate its victim’s body, the victim’s remains automatically contract the qomok’s alien infection. After it assimilates a creature, a qomok has detailed information about the victim’s identity and personality, has access to all of the victim’s memories and add all the languages know by the victim ot its own. A qomok does not gain access to a victim’s abilities unless it uses its alter shape ability to mimic its victim’s form. [B]Assimilated Knowledge (Ex)[/B] A qomok absorbs an incredible amount of knowledge from its assimilated victims over its long existence. It adds its HD on all Knowledge checks and can make all Knowledge checks untrained. [B]Extremities (Ex)[/B] When a qomok attacks, it generates various extremities that end in claws, pincers, bludgeoning protrusions, spikes, tentacles, or talons as a free action. Regardless of which attack form a qomok generates or what size a qomok assumes, the base damage for its extremities natural attack is 1d8 and the qomok can choose to deal bludgeoning, piercing, or slashing damage as a free action on each separate hit of the extremities. [B]Feeding Tendril (Ex)[/B] A qomok generates a long, ropey feeding tendril that it uses to drain blood and assimilate other creatures by pumping them full of the qomok’s alien genetic material. A feeding tendril has a reach of 20 feet, strikes as a melee attack, and uses the qomok’s Dexterity modifier on its attack roll instead of its Strength modfier. A qomok’s feeding tendril attack automatically succeeds if the qomok successfully pins its target or its target is paralyzed, stunned, or otherwise helpless. A feeding tendril has 10 hit points, AC 16, DR 5/slashing, and a Break DC of 18. If a feeding tendril is destroyed, a qomok can generate a replacement as a swift action. A qomok can use its feeding tendril as a full-round action that provoke attack of opportunity on a corpse that hasn't been dead for more than 1 minute (with the same limitation writted under assimilate) to automatically reduce it to a gelatinous sludge and infect it with the alien infection, unless it is immune to diseases (see infection, below). The qomok can use assimilate as normal (or let it transform in a qomok in 2d6 minutes, unless it is immune to diseases). [B]Frightful Presence (Ex)[/B] A qomok’s frightful presence ability is triggered when it uses its alter shape ability to adopt a strange and terrifying form. [B]Hard to Kill (Ex)[/B] A qomok does not age, nor does it need to eat, breathe, or sleep. Only violence can bring about the death of one of these creatures. A qomok is incredibly hard to kill, for each individual cell is effectively a separate living organism, and if the creature is not killed by acid, electricity, or fire damage it will eventually fully heal. A qomok reduced to negative hit points by acid, electricity, or fire damage does not gain the dying condition but enters a state of hibernation (as described below). A qomok is only truly destroyed when its hit points are reduced to its negative Constitution score times its mythic tier (–24 x 5 = –120 hp) by acid, electricity, or fire damage. [B]Hibernation (Ex)[/B] If a qomok is reduced to negative hit points by acid, electricity, or fire, or if it becomes trapped in an extremely cold environment (trapped under solid ice, sub-freezing liquid, or ejected into the vacuum of deep space) for more than 5 minutes, it enters a state of involuntary hibernation. While in this state, it can take no actions, is helpless, and its regeneration ability ceases to function. The qomok also appears dead to most observers, though a successful DC 44 Heal check detects faint signs of life. A qomok forced into hibernation after taking acid, electricity, or fire damage awakens in 4d6 hours (after its charred remains cool). A qomok forced into hibernation due to extreme cold remains in hibernation until it enters a warmer environment, whereupon it awakens in 1d4 days. Once a qomok awakens it’s regeneration ability begins functioning again. [B]Infection (Ex)[/B] When a living creature takes Con damage from a qomok’s blood drain attack (and does not die) or a creature makes a successful bite attack against a qomok, it must succeed on a DC 25 Fortitude save or contract an exceptionally virulent alien infection that eventually transforms the creature into a qomok. This is a disease effect. Living creature without cells (elementals, etc.) are immune to alien infection. After an infected creature transforms into a qomok, it can only be restored to its previous form using miracle, wish, or killling it and using true resurrection. A qomok can also expend two uses of mythic power as a free action to expose a creature to its alien infection with a mere touch (delivered either as part of a natural attack, as a separate melee attack using the qomok’s highest base attack bonus, or as an out-of-combat action to touch an unsuspecting creature). [I]Alien Infection:[/I] Blood drain, successful bite attack against the qomok, or qomok’s touch—injury or contact; [B]save [/B]Fortitude DC 25; [B]onset[/B] immediate; [B]frequency[/B] 1/minute; [B]effect[/B] victim transforms into a qomok after failing 3 Fortitude saves; [B]cure[/B] 3 consecutive saves. The save DC is Constitution-based. The alien infection works insidiously, with the victim often feeling and showing no signs of discomfort. Anyone who examines the victim and succeeds on a DC 44 Heal check identifies the alien infection. When the infection transforms a creature into a qomok, the transformation is extremely subtle as well. Creatures observing the victim as he or she transforms must succeed on a DC 30 Sense Motive check to notice something is amiss. Infected creatures that die before transforming into a qomok rise as a qomok 1d6 minutes after death. Creatures killed and reduced to sludge by a qomok’s blood drain attack—unless they are immune to diseases—are automatically infected and transform into a qomok 2d6 minutes after death if the qomok does not assimilate the creature’s body before that time elapses. [B]Mimicry (Ex)[/B] A qomok can use any spell trigger or spell completion item as if the spells were on its spell list and of the correct type. Its caster level is equal to its racial Hit Dice and its spellcasting ability score is always Intelligence, even for object that require other scores (like a scroll of a cleric spell that normally require Wisdom). Use Magic Device is a class skill for a qomok. [B]Split (Ex)[/B] A qomok splits into two identical copies of itself when it suffers acid, electricity, or fire damage that reduces it to less than half of its current hit points. If a qomok is taking continuous acid or fire damage when it splits only one of the copies continues to suffer the continuous damage. Each copy has half of the original’s remaining hit points (rounded down) and each time a qomok splits it decreases one size category, though it cannot decrease below Diminutive. This decrease in size changes the qomok’s statistics as the reduce person spell. A Tiny or Diminutive qomok ‘s Intelligence score drops to 2, and it can only attack with its feeding tendril. A Tiny or Diminutive qomok becomes focused on self-preservation and generally avoids combat unless it can attack without endangering itself. A qomok reduced to less than 10 hit points cannot split itself further. Two or more copies of the same qomok can merge as a move action, and the copies that merge combine their total remaining hit points. A qomok increases one size category for each copy that merges, or if it kill and assimilate a creature, until it return to its original size (Large for standard qomok). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Sub-Epic Offerings
Top