Obliviax

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BOZ

Creature Cataloguer
Haha! Did you know that until today, I thought this thing was called OBLIVAX, but now I know that all along it has always been OBLIVIAX. :D

I would prefer to attempt to stat this up as a creature rather than a hazard, unless that is just simply unfeasible.


Monster Manual II

OBLIVIAX (Memory Moss)
FREQUENCY: Rare
ARMOR CLASS: 10
MOVE: Nil
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIALATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: S (1/2' square)
PSIONIC ABILITY: Nil
NO. APPEARING: 2-1 2
HIT DICE: 1-2 hp
Attack/Defense Modes: Nil/nil
LEVEL/X.P. VALUE: II/30 + 1/hp

This evil black moss has the magical power to steal memories from others. When an intelligent creature is within 60 feet it must save vs. spells or the moss will steal all the creature's memories from the last 24 hours (including memorized spells). It can try to steal from 1 creature per round until it succeeds, and then it will not attack again for 24 hours.

If an obliviax with stolen memories is attacked, it will, in 1 round, form a part of itself into a tiny moss imitation of the creature whose memories it stole. This mossling remains attached to the parent moss and can defend itself only by casting any stolen spells.

The only way to regain stolen memories is to eat the living obliviax. This takes 1 round. If a save vs. poison is made, the eater will gain all the stolen memories including spells. If the save fails the eater will become very ill for 3-1 8turns. It is possible to gain another’s memories by eating this moss. Anyone who gains spells by eating the obliviax can cast them. The memory gained this way fades in 24 hours.



Monstrous Compendium MC2

Obliviax (Memory Moss)
CLIMATE/TERRAIN: Any land
FREQUENCY: Rare
ORGANIZATION: Plant
ACTIVITY CYCLE: Any
DIET: Soil and water, memories
INTELLIGENCE: Average (8)
TREASURE: Nil
ALIGNMENT: Neutral evil

NO. APPEARING: 2-12
ARMOR CLASS: 10
MOVEMENT: Nil
HIT DICE: 1-2 hp
THAC0: 20
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: T (1//2' square)
MORALE: Average (9)
XP VALUE: 35

Obliviax is a black moss with an evil nature and the magical ability to steal memories from intelligent creatures. It is called "memory moss" and is a bane to wizards everywhere.

Pitch colored and thick, like a luxuriant black carpet, obliviax grows in small patches and spreads through spores. Its leaves and flowers are all glossy black. When it lacks stolen memories it quivers, as if in anticipation. It smells like damp, loamy dirt, a very unappetizing odor. Although it requires no sunlight to grow, it does require daylight to trigger spore reproduction and so it does not naturally occur in subterranean realms. It can be inadvertently or purposefully carried into a cavern, where it will grow but is unable to reproduce.

Combat: Memory moss can sense the approach of sentient beings; once they are within 60 feet, the moss can attempt to steal their memories. It is selective, first attempting to steal wizards' memories, then priests', then any other spellcasters', then any other characters'. When an intelligent creature enters the obliviax's sphere of influence and is attacked, it must roll a successful saving throw vs. spell or lose all memories of the last 24 hours. These stolen memories give the plant vitality and nourishment. Any creature who has lost memories acts baffled and disoriented, often forgetting important events and knowledge, with nothing but a blank in his memories since the previous day.

If an obliviax with stolen memories is attacked, in one round it forms a part of itself into a tiny moss imitation of the creature whose memories it stole. This mossling remains attached to the parent moss and defends the plant by casting any stolen spells. This is the moss's only defense.

To regain stolen memories, a victim must eat the living obliviax, which takes one round. If a saving throw vs. poison is successful, the eater gains all the stolen memories and spells. If the saving throw fails, the eater becomes very ill for 3d6 turns.

Habitat/Society: Obliviax grows in tropical to temperate climes, but cannot abide too much water or cold. It does not grow in desert terrain. It is not uncommon to find patches on tree trunks, fallen logs, or sprouting on rotting leaves. While it does have intelligence, and is aware of other mosses nearby, it does not act in concert with those of its kind, preferring to grab for the best memories possible. Small colonies of the moss are sometimes found in tunnels or caverns, either grown from sprigs of moss tracked in by some unaware creature, or sprouted from spores blown in by the wind.

Ecology: It is possible to gain another's memories by eating the moss. Anyone who gains spells by eating the obliviax can cast them, but the memories fade after 24 hours. Evil creatures sometimes transplant obliviax near their lairs so it acts as a guardian. Obliviax powers cannot penetrate lead, so the moss can be carried to a new location in a lead box. Spies use this lead box trick to snare secrets from unsuspecting victims.

A potion of forgetfulness can be distilled from obliviax, and its spores can be distilled into an elixir to restore the memories of the forgetful or senile.



Monstrous Manual

Obliviax
CLIMATE/TERRAIN: Any warm land
FREQUENCY: Rare
ORGANIZATION: Colony
ACTIVITY CYCLE: Any
DIET: Soil, water, memories
INTELLIGENCE: Average (8)
TREASURE: Nil
ALIGNMENT: Neutral evil

NO. APPEARING: 2-12
ARMOR CLASS: 10
MOVEMENT: 0
HIT DICE: 1-2 hp
THAC0: 20
NO. OF ATTACKS: 0
DAMAGE/ATTACK: 0
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: T (6"square)
MORALE: Average (9)
XP VALUE: 35

Obliviax, or memory moss, is an evil black moss with the ability to steal memories, even memorized spells. It grows in small patches and must have sunlight to spur reproduction by spores, though it needs no light for growth. It prefers a balance of wet and dry, and cannot abide cold temperatures.

The moss senses intelligent creatures within 60 feet; it chooses one, preferring wizards, then other spellcasters. This victim must make a saving throw vs. spells or lose all memory of the last 24 hours. The obliviax continues to attack once per round until it succeeds and then makes no more attacks for 24 hours. If an obliviax with stolen memories is attacked, it forms part of itself into a tiny moss imitation of the creature whose memories it stole. This mossling remains attached to the parent moss and defends it by casting stolen spells.

To regain stolen memories, a victim must eat the living obliviax, which takes one round. If a saving throw vs. poison is successful, the eater regains all stolen memories and spells; if the saving throw fails, the eater becomes very ill for 3d6 turns. Extra memories and spells can be gained by eating obliviax which has fed on someone else recently. Spells can be used by the eater, but all such memories fade within a day.

A potion of forgetfulness can be distilled from obliviax, and its spores can be used to make an elixir to restore the memories of the forgetful or senile.
 

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Yeah, I always thought it was oblivax myself.

OK, there's one problem inherent with the memory moss. They have 2 hp, but only start casting spells to defend themselves after they're attacked. Unless they have fairly powerful damage reduction, they're never going to live to see a spell cast.

The mechanics of the memory siphon ability need some definition. It can try to suck memory as a standard action, Will save, let's say? Give it a fairly good Cha score so the DC isn't terrible. It should probably use Cha as its casting stat regardless of the types of spells that it steals. Arcane only? Or should it be able to get prepared divine spells as well? What about spell slots for the sorcerers in the group?

The "terribly ill" suggests a nauseated effect, although I might consider making it Con damage instead as more of a traditional poison.

How does it sense creatures? Can it see? I kind of like the idea of giving it blindsight-via-thought, so it might also be able to detect thoughts on approaching creatures.

Demiurge out.
 

demiurge1138 said:
OK, there's one problem inherent with the memory moss. They have 2 hp, but only start casting spells to defend themselves after they're attacked. Unless they have fairly powerful damage reduction, they're never going to live to see a spell cast.

I could see the Obliviax as a hazard. Works quite well that way I would say.

As for the 2 hp thing, just one of the things that might need adjusting for 3e/3.5 (more hp, immunity to certain weapons, damage reduction, something like that) cause you are correct. Two hp, it will NEVER live long enough to absorb/cast spells at all.
 

I also think that having memory moss as a hazard would work best.

But if you go down the 'creature' route

Now if you could give plants the Swarm subtype - maybe its not the moss itself but microscopic vermin that lives in the moss :).

You could also give it X hp per 5 ft. that may make it a little bit more resilient.

Regards
Mortis
 

I'll probably still call it oblivax from time to time, though at least I set the name correctly in my spellchecker in Word. ;)

The obliviax could work as a hazard. In fact, in ToH1 it does quite well. However, the way I'm looking at them I think I'd rather do them as full creatures. 1) The first, and likely strongest point, is the Intelligence score. At 8, they are very intelligent for plant creatures, and "hazard" status is generally (almost?) always reserved for creatures without an intelligence score. 2) We have an example in the MM of an immobile plant creature with no physical attacks in the form of the shrieker fungus (and that one even is non-intelligent). 3) Mechanically, it just feels better for me. Green slime, yellow mold, etc work great as hazard creatures because mechanically they are so weird, but the obliviax is able to attack and think.

As far as them being too weak to survive one round of attacks, keep in mind that a smart DM wouldn't put one out in the open where it would be easily destroyed. Why not put it 40 feet up in a tree and give it cover due to the leaves and branches? If someone spots it, or realizes where the memory drain attack is coming from, only the archers can attack in melee. Spellcasters can attack too, but we could either give it SR high enough to give it a chance against CR-appropriate spellcasters, or we could give it a saving throw that allows it to steal the spell. There are other options beyond that, and raising the HD is one of them, as would be giving it DR against certain weapon types.

A high Cha score is definitely in the works. It does have an Int of 8, which as I've said is astounding for a plant creature, and it wields magic so I'd say it's getting a Cha of no less than 14 because decent spell DCs are key. ;)

Con damage plus sickened sounds like a plan for anyone eating an obliviax.

I also definitely like the blindsight + detect thoughts angle. In fact, I figure most things without a face should have blindsight, tremorsense, or other non-visual senses. In the MM, things like the assassin vine and fungi should have those, but instead they have low-light vision (which doesn't make sense to me).
 

This thick, pitch black moss grows in small patches, carpeting the surface it lays on. The moss gives off the odor of damp earth, and its small, glossy black leaves and flowers almost seem to quiver as if in anticipation of something.
 

I already converted this little guy, because I liked them in 2nd Ed. and wanted to use them in my 3rd Ed. campaign (and did -- how fun!). I'll try and post the conversion this weekend; it probably needs some tweaking (was one of my first conversions, I think).
 


My gut reaction was Hazard, too, until I saw the alignment and Intelligence scores. Also, since they didn't request a hazard, they might be expecting a creature.

Good to see ya, Scott! :D
 


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