BOZ
Creature Cataloguer
ENVELOPER
Large Aberration
Hit Dice: 3d8 (13 hp)
Initiative: +0 (Dex)
Speed: 15 ft
AC: 16 (-1 size, +7 natural)
Attacks: 2 slams +1 melee
Damage: Slam 1d8
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Consume, absorb
Special Qualities: Amorphous, blindsight
Saves: Fort +1, Ref +1, Will -2
Abilities: Str 10, Dex 10, Con 10, Int 1, Wis 1, Cha 1
Skills: Listen -4, Spot -4 (special)
Feats: Special
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral (special)
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
An enveloper is a mass of malleable, doughy flesh that absorbs the aspects of other creatures. Envelopers in their natural form are roughly cylindrical, about 8 feet tall and 3 feet in circumference. It can reshape its pasty white flesh at will, and can form up to five appendages at a time. It tries to emulate the shapes of creatures it encounters, and when meeting humanoids it adopts an odd-looking, nearly humanoid shape: a domed head, and two arms and legs. It does not have enough control over its form to create sufficient detail to impersonate a creature, and cannot form fingers and toes, or anything more than the suggestion of facial features.
This creature gets by in the world by absorbing the aspects of other creatures, adding them to its own abilities and characteristics. As it gets older, it seems to have no limit to the ability it can possess. Envelopers can speak any language and understand any form of communication, but know only those they have stolen from others.
COMBAT
When first formed, an enveloper is a stupid creature and attacks wildly anything it encounters. It attacks with "fists", and when it succeeds in killing something it immediately falls upon the creature and consumes it, absorbing its abilities. As the enveloper becomes more intelligent, its motives and tactics may change and improve.
Consume (Ex): Envelopers can digest dead creatures and organic matter in whole, if it spends one round doing so. Clothes, weapons, and other equipment are inedible to an enveloper.
Absorb (Su): Three rounds after consuming a creature, the enveloper permanently absorbs the abilities, knowledge, and skills of the creature. This absorption includes the sum of that creature's experience, personality, intellect, and the ability to speak with that creature's voice. This absorption grants 1-3 permanent hit point to the enveloper for every Hit Die the creature had. The enveloper's alignment tends to shift towards the alignment of the most recently consumed victim.
This absorption works in the following ways. Skills are taken directly from the victim, with the unadjusted skill points being added to the enveloper's own totals, and feats are added on to the enveloper's own if it did not have those feats before (feats that stack, such as Toughness, are added as bonuses). Skills and feats that the enveloper can't use are still added, but ultimately worthless. The energies of memorized spells and readied psionic powers are stolen from victims, but once used the enveloper will not be able to reuse them. Spell resistance, energy resistance of any type, and damage reduction are absorbed, but are not cumulative with such powers the enveloper may have had already.
The enveloper can gain certain types of extraordinary and supernatural abilities. Abilities that require permanent modifications to its body form are not possible; this includes claws, bites, tentacles, and other attack forms, removing any part of its body, changing its speed or its size, or powers such as energy drain, spellcasting, and psionics. Powers that can be absorbed include breath weapons, gaze attacks, spell-like abilities, acid and poison attacks, touch attacks, regeneration or fast healing, telepathy, tremorsense, and rays and sonic attacks. Ultimately, the DM must decide which abilities can and cannot be added.
The enveloper's ability scores are also modified by absorption. The ability score adjustments of the consumed victim are added to the ability scores of the enveloper. For example, if the enveloper absorbs a victim with a Strength of 15, an Dexterity of 8, and an Intelligence of 20, its Strength will increase by +2, its Dexterity will decrease by -1, and its Intelligence will increase by +5.
Amorphous (Ex): An enveloper is not subject to critical hits. It has no clear front or back, so it cannot be flanked.
Blindsight (Ex): The enveloper has no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibrations.
The enveloper first appeared in the Fiend Folio (1981).
Edit: Needed to do a spellcheck.
Large Aberration
Hit Dice: 3d8 (13 hp)
Initiative: +0 (Dex)
Speed: 15 ft
AC: 16 (-1 size, +7 natural)
Attacks: 2 slams +1 melee
Damage: Slam 1d8
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Consume, absorb
Special Qualities: Amorphous, blindsight
Saves: Fort +1, Ref +1, Will -2
Abilities: Str 10, Dex 10, Con 10, Int 1, Wis 1, Cha 1
Skills: Listen -4, Spot -4 (special)
Feats: Special
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral (special)
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
An enveloper is a mass of malleable, doughy flesh that absorbs the aspects of other creatures. Envelopers in their natural form are roughly cylindrical, about 8 feet tall and 3 feet in circumference. It can reshape its pasty white flesh at will, and can form up to five appendages at a time. It tries to emulate the shapes of creatures it encounters, and when meeting humanoids it adopts an odd-looking, nearly humanoid shape: a domed head, and two arms and legs. It does not have enough control over its form to create sufficient detail to impersonate a creature, and cannot form fingers and toes, or anything more than the suggestion of facial features.
This creature gets by in the world by absorbing the aspects of other creatures, adding them to its own abilities and characteristics. As it gets older, it seems to have no limit to the ability it can possess. Envelopers can speak any language and understand any form of communication, but know only those they have stolen from others.
COMBAT
When first formed, an enveloper is a stupid creature and attacks wildly anything it encounters. It attacks with "fists", and when it succeeds in killing something it immediately falls upon the creature and consumes it, absorbing its abilities. As the enveloper becomes more intelligent, its motives and tactics may change and improve.
Consume (Ex): Envelopers can digest dead creatures and organic matter in whole, if it spends one round doing so. Clothes, weapons, and other equipment are inedible to an enveloper.
Absorb (Su): Three rounds after consuming a creature, the enveloper permanently absorbs the abilities, knowledge, and skills of the creature. This absorption includes the sum of that creature's experience, personality, intellect, and the ability to speak with that creature's voice. This absorption grants 1-3 permanent hit point to the enveloper for every Hit Die the creature had. The enveloper's alignment tends to shift towards the alignment of the most recently consumed victim.
This absorption works in the following ways. Skills are taken directly from the victim, with the unadjusted skill points being added to the enveloper's own totals, and feats are added on to the enveloper's own if it did not have those feats before (feats that stack, such as Toughness, are added as bonuses). Skills and feats that the enveloper can't use are still added, but ultimately worthless. The energies of memorized spells and readied psionic powers are stolen from victims, but once used the enveloper will not be able to reuse them. Spell resistance, energy resistance of any type, and damage reduction are absorbed, but are not cumulative with such powers the enveloper may have had already.
The enveloper can gain certain types of extraordinary and supernatural abilities. Abilities that require permanent modifications to its body form are not possible; this includes claws, bites, tentacles, and other attack forms, removing any part of its body, changing its speed or its size, or powers such as energy drain, spellcasting, and psionics. Powers that can be absorbed include breath weapons, gaze attacks, spell-like abilities, acid and poison attacks, touch attacks, regeneration or fast healing, telepathy, tremorsense, and rays and sonic attacks. Ultimately, the DM must decide which abilities can and cannot be added.
The enveloper's ability scores are also modified by absorption. The ability score adjustments of the consumed victim are added to the ability scores of the enveloper. For example, if the enveloper absorbs a victim with a Strength of 15, an Dexterity of 8, and an Intelligence of 20, its Strength will increase by +2, its Dexterity will decrease by -1, and its Intelligence will increase by +5.
Amorphous (Ex): An enveloper is not subject to critical hits. It has no clear front or back, so it cannot be flanked.
Blindsight (Ex): The enveloper has no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibrations.
The enveloper first appeared in the Fiend Folio (1981).
Edit: Needed to do a spellcheck.

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