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<blockquote data-quote="the Jester" data-source="post: 206530" data-attributes="member: 1210"><p>Here's an ol' Planescape weirdo for y'all.. what do you think of the conversion? Oh yeah- it's slightly tweaked for my campaign; I use a magic-psionics "translucency" system so its PR and SR are different...</p><p></p><p></p><p>GARMORM</p><p>Size & Type: Large Outsider</p><p>Hit Dice: 5d8+25 (52 hp)</p><p>Initiative: -1 (dex)</p><p>Speed: Fly 150’ (poor); astral 140’ </p><p>AC: 20 (-1 size, -1 dex, +12 natural)</p><p>Attacks: Primary mouth +11 melee, five secondary mouths +9 melee </p><p>Damage: Primary mouth 2d6+6, five secondary mouths 1d4+3</p><p>Face/Reach: 5’x10’/5'</p><p>Special Attacks: Improved grab, song of absorption, spells</p><p>Special Qualities: Immune to mind-influencing effects, PR26, SR16</p><p>Saves: Fort+9, Ref+3, Will+7</p><p>Abilities: Str22, Dex9, Con20, Int14, Wis17, Cha17</p><p>Skills: Concentration +13, Move Silently +7, Perform +11, Search +5, Spellcraft +9, Spot +11, Use Magic Device +11</p><p>Feats: Multiattack, weapon focus (bite)</p><p>Climate/Terrain: Any (astral plane)</p><p>Organization: Solitary</p><p>Challenge Rating: 7</p><p>Treasure: Double standard</p><p>Alignment: Always chaotic evil</p><p>Advancement Range: 6-8 HD (large); 9-15 HD (huge); 16-20 HD (gargantuan)</p><p></p><p>A garmorm is also known as a mindworm or faceworm. It looks like a huge fat worm with a toothy jaw and faces pressing out from within its skin. As it approaches its victims a garmorm sings its horrible song. A garmorm feeds on mental energy and completely absorbs its victims into itself, consuming them; the victims become more faces pressing out, but singing joyously the song of the garmorm.</p><p></p><p>A garmorm’s treasure is in its gut, and often it can use the magic items within it to its advantage. Occasionally a garmorm will vomit an item up and employ it with its mouth (such as a wand). </p><p>Combat: In combat a garmorm sings its deadly song. At certain points of the song it snaps its teeth, using all of its mouths at once on various targets around it. Worse still, if it grabs a target it can attempt to use its Song of Absorption power. A garmorm is also able to cast spells if it has absorbed spell casting creatures. It can use one mouth to cast a spell at the same time as all its other mouths attack but can only cast one spell per round.</p><p></p><p>Improved Grab (ex): To use this ability the garmorm must hit with its primary bite attack. If it gets a hold it can attempt to use its song of absorption ability the same round.</p><p></p><p>Song of Absorption (su): A grabbed victim must make a Will save, DC15, or have its mind absorbed, becoming one of the garmorm’s mental choir. The victim is swallowed whole and another mouth sprouts on the garmorm. If the victim could cast spells, the garmorm gains that character's spellcasting ability.</p><p></p><p>Spells: A garmorm usually has some spellcasting ability, depending on what it has consumed. It can cast spells just as spellcasting creatures it has absorbed could. Each day the garmorm's spellcasting abilities are refreshed just as if it had prepared or prayed for new spells. Exactly what spells it has should be determined by the dm; typically it will have the spellcasting ability of a caster of level 1d10+3.</p><p></p><p>[edited to fix some stuff]</p></blockquote><p></p>
[QUOTE="the Jester, post: 206530, member: 1210"] Here's an ol' Planescape weirdo for y'all.. what do you think of the conversion? Oh yeah- it's slightly tweaked for my campaign; I use a magic-psionics "translucency" system so its PR and SR are different... GARMORM Size & Type: Large Outsider Hit Dice: 5d8+25 (52 hp) Initiative: -1 (dex) Speed: Fly 150’ (poor); astral 140’ AC: 20 (-1 size, -1 dex, +12 natural) Attacks: Primary mouth +11 melee, five secondary mouths +9 melee Damage: Primary mouth 2d6+6, five secondary mouths 1d4+3 Face/Reach: 5’x10’/5' Special Attacks: Improved grab, song of absorption, spells Special Qualities: Immune to mind-influencing effects, PR26, SR16 Saves: Fort+9, Ref+3, Will+7 Abilities: Str22, Dex9, Con20, Int14, Wis17, Cha17 Skills: Concentration +13, Move Silently +7, Perform +11, Search +5, Spellcraft +9, Spot +11, Use Magic Device +11 Feats: Multiattack, weapon focus (bite) Climate/Terrain: Any (astral plane) Organization: Solitary Challenge Rating: 7 Treasure: Double standard Alignment: Always chaotic evil Advancement Range: 6-8 HD (large); 9-15 HD (huge); 16-20 HD (gargantuan) A garmorm is also known as a mindworm or faceworm. It looks like a huge fat worm with a toothy jaw and faces pressing out from within its skin. As it approaches its victims a garmorm sings its horrible song. A garmorm feeds on mental energy and completely absorbs its victims into itself, consuming them; the victims become more faces pressing out, but singing joyously the song of the garmorm. A garmorm’s treasure is in its gut, and often it can use the magic items within it to its advantage. Occasionally a garmorm will vomit an item up and employ it with its mouth (such as a wand). Combat: In combat a garmorm sings its deadly song. At certain points of the song it snaps its teeth, using all of its mouths at once on various targets around it. Worse still, if it grabs a target it can attempt to use its Song of Absorption power. A garmorm is also able to cast spells if it has absorbed spell casting creatures. It can use one mouth to cast a spell at the same time as all its other mouths attack but can only cast one spell per round. Improved Grab (ex): To use this ability the garmorm must hit with its primary bite attack. If it gets a hold it can attempt to use its song of absorption ability the same round. Song of Absorption (su): A grabbed victim must make a Will save, DC15, or have its mind absorbed, becoming one of the garmorm’s mental choir. The victim is swallowed whole and another mouth sprouts on the garmorm. If the victim could cast spells, the garmorm gains that character's spellcasting ability. Spells: A garmorm usually has some spellcasting ability, depending on what it has consumed. It can cast spells just as spellcasting creatures it has absorbed could. Each day the garmorm's spellcasting abilities are refreshed just as if it had prepared or prayed for new spells. Exactly what spells it has should be determined by the dm; typically it will have the spellcasting ability of a caster of level 1d10+3. [edited to fix some stuff] [/QUOTE]
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