Might as well copy my links over to the new thread.Chameleon Man (Wallara) coming soon...
At 3rd level, a wallara can truly mimic his surroundings. The Wallara effectively turns invisible like the wizard spell. Although a wallara can use this ability at will and any number of times in a day, he must remain absolutely quiet and motionless while doing so (he cannot cast spells, talk, attack, dodge, move, or vanish).
Wallaras have perfected the ability to remain motionless for extended periods of time (up to one hour per experience level), mimicking their surroundings. Mimicry only fools other races-wallaras can always see one another.
All wallaras have an uncanny ability to find their way back when within 10 miles of their homes or encampments. Keen powers of observation allow them to notice tracks, note the position of the stars, find landmarks. With a highly developed sense of smell, they are even able to utilise familiar odours for tracking and location finding.
Wallaras are poor swimmers
They harbour a strong aversion to armour, since it cancels both their abilities to vanish and to mimic.
I'd like a "Mystaran Gargantua Size Table" and "Mystaran Gargantua Damage Table" in front of the relevant tables.Creating a Mystaran Gargantua
"Mystaran gargantua" is a template that can be added to any any corporeal, living creature of less than Colossal size with at least one racial Hit Die (referred to hereafter as the base creature). A Mystaran gargantua has all the base creature’s statistics and special abilities except as noted here.
Swallow Whole (Ex): A Mystaran gargantua gains a swallow whole attack if it has a bite attack and is Gargantuan size or larger. The creature can swallow opponents up to three size smaller than itself by making a successful grapple check. Once inside, an opponent takes takes crushing damage equal to the creature's bite attack plus 8 points of acid damage from the creature's gizzard. A Colossal Mystaran gargantua inflicts 12 points of acid damage. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 10 plus half the creature's natural armour). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Mystaran gargantua's interior can hold 2 opponents of the base creature's size, 8 opponents 1 size smaller than the base creature, and 32 opponents 2 or more sizes smaller.
Feats: Feats: A Mystaran gargantua retains the feats of the base creature and gains additional feats according to its increased hit dice. If it gains epic feats, it can substitute epic equivalents of the base creature's feats instead of retaining the base creature's feats, provided it meets the prerequisites. For example, the Mystaran gargantua constrictor snake below may replace its Toughness feat with Epic Toughness, but cannot replace Alertness with Epic Skill Focus (Listen) and Epic Skill Focus (Spot), because it lacks the 20 rank prerequisite in those skills.
I'll have to check my actual books, but the first link states that all chameleon men have the ability to blend in with their surroundings rather than just those Lords of (cough cough) Shade and Hue.
Hold on a second, there are a few minor problems with the Gargantua.
There are a few cases of a word getting doubled, get rid of the second:
I'd like a "Mystaran Gargantua Size Table" and "Mystaran Gargantua Damage Table" in front of the relevant tables.
Finally, under Additional Mystaran Gargantua Abilities we've got "
CR Adjustment: +x" for both the SAs. I used +2 CR for the Gargantuan Carp, so shall we put "CR Adjustment: +2" in both?
I'm wondering whether a +1 CR might be more appropriate, but if we use that we'd need to adjust the Carp to CR 19.
+1 seems better. CR adjusted for carp.
Here's the B8, B1-9, And AC9 version - as far as I can tell they are identical (text is actually take from AC9).
Armour Class 9
Hit Dice: 2*
Move: 120' (40')
Attacks: 1 weapon
Damage: By weapon
No. Appearing: 2-8 (5-20)
Save As: Fighter 2
Treasure Type: (Q+S) E
XP Value: 25
Chameleon men usually live in deep caverns or in dense forests far
from civilization. They are 7 feet tall and quite thin, with spindly arms
and legs. They move with a gangling, awkward stride. They have
multi-coloured skin with tiger-like stripes of red, blue, green, yellow,
brawn, orange, black and white.
Each round a chameleon man can vanish and reappear in another
place up to 120 feet away from the spot where he vanished. This
vanishing move is instantaneous. The control of this ability is so
precise that they never reappear in mid-air or inside solid objects.
However, since the ability is instantaneous, a chameleon man cannot
reappear in the exact spot where someone else is standing when the
chameleon man vanishes. If several chameleon men use this ability in
the same area, they all reappear without bumping into each other.
A chameleon man cannot attack in the same round that he uses this
ability, because of the amount of mental concentration required to
vanish. A group of chameleon men will usually work in concert, using
their vanishing ability to surround opponents.
The warriors of this race are usually armed with daggers, spears or
clubs. They never wear armour, however, since they cannot carry
much weight when vanishing. Chameleon men leaders, known as
"Lords of Shade and Hue", have 4 hit dice and have 1d20+10
bodyguards who always accompany them. (HD 2). Both leaders and
bodyguards have a morale of 9.
I would've thought average Str also, but the "as PCs" section Mortis quotes seems pretty clear about that, doesn't it?
It sure does. In fact, it sounds like we could just take the -2 Str, +2 Dex and apply it the usual array of 10s and 11s for a 2-HD monster.
Giving us something like...
Str 9, Dex 12, Con 11, Int 10, Wis 11, Cha 10