BOZ
Creature Cataloguer
OK folks, sorry about the slow start. It’s a combination of the holiday, and working on other things. It seems that when I work on conversions, I can’t keep my mind straight for the CBP, and vice-versa. But, anyway, if you haven’t completely lost interest, here we go.
this is the really long part, where we hammer the nails in the right places and build this sucker from the ground up. This is the original post we’re basing the monster on:
Short version:
This creature lies dormant as a trap, and steals attributes from an unsuspecting adventurer to temporarily increase its capabilities, rebuilding itself as a hideous mockery of its victim. Eventually, it collapses back into the dormant trap form.
Long version:
This alien aberration (“AA”) has all the appearances of an ooze in its dormant state, but is highly intelligent, and can sense things at a molecular level. It prefers to soak into loamy forest floors or beneath fine rubble in caverns. When a creature makes accidental contact with the AA, it will immediately drain mental power (minor temp. dam. INT, WIS & CHA) from the victim (Concentration check for each) and inflict minor hit pt. damage collecting tissue samples. If the victim has appropriate intelligence and mobility, the AA will rapidly regenerate tissue based on the victim, and burst from its hiding place within 10 rounds as a huge quivering, cancerous mass of the victim's limbs and sensory organs, many of them wildly out of proportion, and all in odd locations.
Wizard and sorcerer victims will produce a monster of 8 HD and a limited and random selection of the victims spells (material components waived due to the AA's expertise on molecular structure) all cast as 8th level spellcaster; Druid victims produce a 9 HD creature, also with random spells; and all other classes of victim produce a 10 HD creature with no extra spells.
The AA will have certain basic supernatural abilities no matter what type is generated.
We voted for the “short version” above, but we’ll use whatever elements from the “long version” that we can agree on. I would say that it has base 8 HD, but absorbing certain types of victims will allow it to effect a temporary increase?
the results of the two polls for the creatures attributes and powers gave the following results, in the order listed:
http://enworld.cyberstreet.com/showthread.php?s=&threadid=31783
Highly magical (spell-like abilities, supernatural abilities, resistances - including SR)
High intellect (intelligence, wisdom, charisma)
Toughness (constitution, natural armor, damage reduction, regeneration)
Mobility (dexterity, speed, flight, climbing, burrowing and swimming)
Physically powerful (strength, damage dice)
http://enworld.cyberstreet.com/showthread.php?s=&threadid=31786
Energy/ability drain
Spell-Like Abilities/Spells/Psionics
Poison
Fear attack/frightful presence
Ray, sonic, or gaze attacks
I’ve come up with an initial, basic stat block, as follows:
Huge Aberration
Hit Dice: 8d8+ ( hp)
Initiative: + (Dex)
Speed: 20 ft
AC: 1 (-2 size, Dex, + natural)
Attacks: 2 slams + melee
Damage: Slam 1d6
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str 13, Dex 14, Con 15, Int 18, Wis 20, Cha 19
Skills: Spot +
Feats:
Climate/Terrain: Temperate
Organization: S
Challenge Rating: 1
Treasure: N
Alignment: Always chaotic neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Generate some ideas: what climate/terrain does this creature inhabit? It’s probably home in underground regions, but does it live anywhere else?
What sort of organizational patterns does it follow? I’d say they’re probably solitary, but not necessarily.
Does it keep treasure? If so, is it more or less than standard, or about right on?
I’ve figured it’s probably got to be amorphous and have blindsight. After looking at the two polls that go along with this part, what other powers would you think these things should need?
Comments from Geocorona, who came up with the idea for this monster:
“It should probably have a few innate qualities regardless of its stolen attributes... Either of the leading choices (intellect and magical abilities) would be in line with it having conscious control over what kind of creature it chose to borrow characteristics from. I would imagine it would be too smart to think being as weak as an ant would be a good idea. It might think having antlike mandibles might be handy, though. Or after the initial probe attack, it might decide it doesn't want to be like the creature it sampled, and go back to being dormant.
The fearsomeness factor won't depend too much on what it tries to duplicate, since it will always be a huge and grotesque version. Frightful presence would make sense in that regard. Imagine seeing a huge deformed version of your friend who just got whammied come bursting out of the ground.
If it does drain abilities as a side effect of its info-gathering, I wasn't thinking it would be any permanent loss--I was thinking the real damage would come from being a huge intelligent brute with stolen spells, combat skills, and knowledge about the party.”

Short version:
This creature lies dormant as a trap, and steals attributes from an unsuspecting adventurer to temporarily increase its capabilities, rebuilding itself as a hideous mockery of its victim. Eventually, it collapses back into the dormant trap form.
Long version:
This alien aberration (“AA”) has all the appearances of an ooze in its dormant state, but is highly intelligent, and can sense things at a molecular level. It prefers to soak into loamy forest floors or beneath fine rubble in caverns. When a creature makes accidental contact with the AA, it will immediately drain mental power (minor temp. dam. INT, WIS & CHA) from the victim (Concentration check for each) and inflict minor hit pt. damage collecting tissue samples. If the victim has appropriate intelligence and mobility, the AA will rapidly regenerate tissue based on the victim, and burst from its hiding place within 10 rounds as a huge quivering, cancerous mass of the victim's limbs and sensory organs, many of them wildly out of proportion, and all in odd locations.
Wizard and sorcerer victims will produce a monster of 8 HD and a limited and random selection of the victims spells (material components waived due to the AA's expertise on molecular structure) all cast as 8th level spellcaster; Druid victims produce a 9 HD creature, also with random spells; and all other classes of victim produce a 10 HD creature with no extra spells.
The AA will have certain basic supernatural abilities no matter what type is generated.
We voted for the “short version” above, but we’ll use whatever elements from the “long version” that we can agree on. I would say that it has base 8 HD, but absorbing certain types of victims will allow it to effect a temporary increase?
the results of the two polls for the creatures attributes and powers gave the following results, in the order listed:
http://enworld.cyberstreet.com/showthread.php?s=&threadid=31783
Highly magical (spell-like abilities, supernatural abilities, resistances - including SR)
High intellect (intelligence, wisdom, charisma)
Toughness (constitution, natural armor, damage reduction, regeneration)
Mobility (dexterity, speed, flight, climbing, burrowing and swimming)
Physically powerful (strength, damage dice)
http://enworld.cyberstreet.com/showthread.php?s=&threadid=31786
Energy/ability drain
Spell-Like Abilities/Spells/Psionics
Poison
Fear attack/frightful presence
Ray, sonic, or gaze attacks
I’ve come up with an initial, basic stat block, as follows:
Huge Aberration
Hit Dice: 8d8+ ( hp)
Initiative: + (Dex)
Speed: 20 ft
AC: 1 (-2 size, Dex, + natural)
Attacks: 2 slams + melee
Damage: Slam 1d6
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str 13, Dex 14, Con 15, Int 18, Wis 20, Cha 19
Skills: Spot +
Feats:
Climate/Terrain: Temperate
Organization: S
Challenge Rating: 1
Treasure: N
Alignment: Always chaotic neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Generate some ideas: what climate/terrain does this creature inhabit? It’s probably home in underground regions, but does it live anywhere else?
What sort of organizational patterns does it follow? I’d say they’re probably solitary, but not necessarily.
Does it keep treasure? If so, is it more or less than standard, or about right on?
I’ve figured it’s probably got to be amorphous and have blindsight. After looking at the two polls that go along with this part, what other powers would you think these things should need?
Comments from Geocorona, who came up with the idea for this monster:
“It should probably have a few innate qualities regardless of its stolen attributes... Either of the leading choices (intellect and magical abilities) would be in line with it having conscious control over what kind of creature it chose to borrow characteristics from. I would imagine it would be too smart to think being as weak as an ant would be a good idea. It might think having antlike mandibles might be handy, though. Or after the initial probe attack, it might decide it doesn't want to be like the creature it sampled, and go back to being dormant.
The fearsomeness factor won't depend too much on what it tries to duplicate, since it will always be a huge and grotesque version. Frightful presence would make sense in that regard. Imagine seeing a huge deformed version of your friend who just got whammied come bursting out of the ground.
If it does drain abilities as a side effect of its info-gathering, I wasn't thinking it would be any permanent loss--I was thinking the real damage would come from being a huge intelligent brute with stolen spells, combat skills, and knowledge about the party.”