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<blockquote data-quote="Leatherhead" data-source="post: 8670422" data-attributes="member: 53176"><p><h3>Oblex (MToF)</h3><p></p><p>Oblex are a monster created for 5e. You can listen about how they were designed here:</p><p></p><p>[MEDIA=youtube]ULDbmpI0Wi8[/MEDIA]</p><p></p><p>The Oblex were created by Mind Flayer experiments from more traditional oozes. They feed off of memories, and bigger ones are capable of assuming the form of the humanoids whose memories they have eaten. Essentially having them serve a similar niche as a Mimic, only they are impersonating persons instead of treasure chests or furniture.</p><p></p><p>They can be used as spies for Mind Flayers, or as backup for the squid-heads in combat. Providing for some creature type diversity, and a wall of HP for the squishy psions to hide behind.</p><p></p><p>Oblex Spawn</p><p></p><p>An Oblex is spawned when a larger Oblex casts off one of its devoured personalities to make room for eating more memories. A spawn cannot use most of the abilities of a bigger Oblex, so it has to hunt with only the most basic of tools in order to grow larger.</p><p></p><p>In combat, the Spawn is relatively weak, even for a CR ¼ creature. It is also slow and only has a single melee attack. They also have a pseudo-weakness to fire, giving them disadvantage on attack rolls if they are burned. This means the best way for a Spawn to hunt is at night, where it can exploit its tiny size and ability to crawl through the cracks under a door, and feed off of sleeping commoners. Heck, having one attack sleeping PCs (or NPCs, if you want to be a little more forgiving) in a tavern is a good way to start a lower level adventure based upon the oozes.</p><p></p><p>In the changeover, the Spawn gained the Unusual Nature power, allowing it to ignore sleep (but not eating).</p><p></p><p>Adult Oblex</p><p></p><p>An Adult Oblex gains considerable bulk over its spawn by eating memories, growing into Medium size with an interesting exception to the size rule. Importantly, they gain the ability to shoot off up to 1d4+1 pseudopods, each one pretending to be a different creature. They could pretend to be an entire family all at once, even the dog that they had as a pet. This allows for numerous plot hooks, but comes with a heavy not entirely spelled out problem: The action economy.</p><p></p><p>In combat, each of these personality-pods is part of the Adult, allowing the Oblex to originate any attack or spell from multiple parts on the map, and allowing the PCs to attack any pod as if it was the core. Though all of the pods and the core ooze share a single HP pool, and a single action pool, it is ambiguous if the pods have their own movement speed as defined by the creature they are emulating, or exactly how much speed each pod can use per turn, given the still slow speed of 20’ for the core Adult. Personally, I would allow each pod to move at the mimicked creature's full speed independently, while keeping the 120’ tether in mind. Allowing for a more dynamic combat and better disguises. At any rate, a new pod can be extruded out up to 120’ away as a bonus action, effectively changing all of their melee attacks into ranged attacks. It is worth noting that the tether connecting the pods to the core is immune to all damage, but could be severed by shutting a tightly sealed door.</p><p></p><p>For actions, they have a three-piece Multiattack. Two melee attacks, and a melee Eat Memories power. The Eat Memories power is a strong attack that inflicts an ever growing die penalty to attack rolls and ability checks, much like a Bane spell. And should a target fail their save 6 times, they simply fall unconscious. While that event is not very likely to happen against a solo Oblex, it is likely to happen in a fight of three or more, giving them an alternate win condition.</p><p></p><p>Do keep in mind, any of these attacks can strike from any of the aforementioned pods, to the point of having multiple strikes coming from multiple pods in the same turn. They also have a selection of spells, mostly soft control charms that break when the target is struck, but keeping a few targets mesmerized while picking them off one at a time is still a tactical advantage.</p><p></p><p>In the changeover, the Adult lost their <em>Hold Person</em> and <em>Color Spray</em> spells, but gained the<em> Hypnotic Pattern</em> spell. They also had the damage of their melee strikes raised, and were given the same Unusual Nature trait as the Spawn.</p><p></p><p>Elder Oblex</p><p></p><p>The Elder is a huge sized Oblex, with all of the abilities of an Adult, and able to mimic up to 13 creatures at the same time. Meaning they can mimic an entire tavern full of people at once by hanging out inside a supporting wall.</p><p></p><p>Besides their size, the biggest change between an adult and an elder is their new spells.<em> Dimension Door </em>and <em>Dominate Person</em> are combat winners in their own right. And <em>Telekinesis</em> can prove an effective control against targets that are immune to charm. Otherwise, an Elder is largely the same as an Adult, with bigger numbers.</p><p></p><p>In the changeover, the Elder had similar spell list changes as the adult, with the additional loss of a few more spells. In return, they gained some damage on their melee strikes, and the same Unusual Nature trait as the other Oblexes.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8670422, member: 53176"] [HEADING=2]Oblex (MToF)[/HEADING] Oblex are a monster created for 5e. You can listen about how they were designed here: [MEDIA=youtube]ULDbmpI0Wi8[/MEDIA] The Oblex were created by Mind Flayer experiments from more traditional oozes. They feed off of memories, and bigger ones are capable of assuming the form of the humanoids whose memories they have eaten. Essentially having them serve a similar niche as a Mimic, only they are impersonating persons instead of treasure chests or furniture. They can be used as spies for Mind Flayers, or as backup for the squid-heads in combat. Providing for some creature type diversity, and a wall of HP for the squishy psions to hide behind. Oblex Spawn An Oblex is spawned when a larger Oblex casts off one of its devoured personalities to make room for eating more memories. A spawn cannot use most of the abilities of a bigger Oblex, so it has to hunt with only the most basic of tools in order to grow larger. In combat, the Spawn is relatively weak, even for a CR ¼ creature. It is also slow and only has a single melee attack. They also have a pseudo-weakness to fire, giving them disadvantage on attack rolls if they are burned. This means the best way for a Spawn to hunt is at night, where it can exploit its tiny size and ability to crawl through the cracks under a door, and feed off of sleeping commoners. Heck, having one attack sleeping PCs (or NPCs, if you want to be a little more forgiving) in a tavern is a good way to start a lower level adventure based upon the oozes. In the changeover, the Spawn gained the Unusual Nature power, allowing it to ignore sleep (but not eating). Adult Oblex An Adult Oblex gains considerable bulk over its spawn by eating memories, growing into Medium size with an interesting exception to the size rule. Importantly, they gain the ability to shoot off up to 1d4+1 pseudopods, each one pretending to be a different creature. They could pretend to be an entire family all at once, even the dog that they had as a pet. This allows for numerous plot hooks, but comes with a heavy not entirely spelled out problem: The action economy. In combat, each of these personality-pods is part of the Adult, allowing the Oblex to originate any attack or spell from multiple parts on the map, and allowing the PCs to attack any pod as if it was the core. Though all of the pods and the core ooze share a single HP pool, and a single action pool, it is ambiguous if the pods have their own movement speed as defined by the creature they are emulating, or exactly how much speed each pod can use per turn, given the still slow speed of 20’ for the core Adult. Personally, I would allow each pod to move at the mimicked creature's full speed independently, while keeping the 120’ tether in mind. Allowing for a more dynamic combat and better disguises. At any rate, a new pod can be extruded out up to 120’ away as a bonus action, effectively changing all of their melee attacks into ranged attacks. It is worth noting that the tether connecting the pods to the core is immune to all damage, but could be severed by shutting a tightly sealed door. For actions, they have a three-piece Multiattack. Two melee attacks, and a melee Eat Memories power. The Eat Memories power is a strong attack that inflicts an ever growing die penalty to attack rolls and ability checks, much like a Bane spell. And should a target fail their save 6 times, they simply fall unconscious. While that event is not very likely to happen against a solo Oblex, it is likely to happen in a fight of three or more, giving them an alternate win condition. Do keep in mind, any of these attacks can strike from any of the aforementioned pods, to the point of having multiple strikes coming from multiple pods in the same turn. They also have a selection of spells, mostly soft control charms that break when the target is struck, but keeping a few targets mesmerized while picking them off one at a time is still a tactical advantage. In the changeover, the Adult lost their [I]Hold Person[/I] and [I]Color Spray[/I] spells, but gained the[I] Hypnotic Pattern[/I] spell. They also had the damage of their melee strikes raised, and were given the same Unusual Nature trait as the Spawn. Elder Oblex The Elder is a huge sized Oblex, with all of the abilities of an Adult, and able to mimic up to 13 creatures at the same time. Meaning they can mimic an entire tavern full of people at once by hanging out inside a supporting wall. Besides their size, the biggest change between an adult and an elder is their new spells.[I] Dimension Door [/I]and [I]Dominate Person[/I] are combat winners in their own right. And [I]Telekinesis[/I] can prove an effective control against targets that are immune to charm. Otherwise, an Elder is largely the same as an Adult, with bigger numbers. In the changeover, the Elder had similar spell list changes as the adult, with the additional loss of a few more spells. In return, they gained some damage on their melee strikes, and the same Unusual Nature trait as the other Oblexes. [/QUOTE]
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