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<blockquote data-quote="Echohawk" data-source="post: 4483961" data-attributes="member: 9849"><p><strong><u>Skin Puppets</u></strong></p><p>Skin puppets are victims of Mossmutter’s special spore cough. Most are humanoid, though a few were once creatures of other species. As the name implies, the skin of this monster resembles an ill-made garment, torn and patched in numerous places. A gray fungal goo oozes forth from cracks and gaps in the skin, eventually hardening into "patches" of crusty material. Hundreds of fibrous threads cover the skin puppet like a too-tight bodynet; without this support, the whole creature would collapse into so much fungal jelly.</p><p></p><p>When a skin puppet dies, its confining skin splits, allowing the gray gel inside to spill forth onto the ground. The resulting pool of goo is actually a brand new, quarter-strength (15 hp) mold wyrm that must rest in its passive state for 8 hours before it can assume active form.</p><p></p><p>Skin puppets are subsumed minds in Mossmutter’s hierarchy. Unlike other subsumed minds, however, skin puppets have a modicum of free will and can decide to forego channeling spells to take their own autonomous actions, such as physically attacking foes.</p><p></p><p>Bone fragments incorporated into the skin puppet’s fingertips serve as claws for physical attacks, inflicting ld4 points of damage per successful hit. Furthermore, the gellike material of the creature’s inner body seeps down over the claws constantly, inflicting a lesser version of the mold wyrm’s spore cough on those who come into contact with it. Thus, every time the skin puppet inflicts damage with its claws, the victim must make a successful saving throw vs. paralyzation or suffer ld6 points of additional damage and cough violently for 1 round. While coughing, the victim receives a -2 penalty to all attack rolls, saving throws, ability checks, and proficiency checks. Multiple failures in the same round result in cumulative penalties; that is, a 4 penalty for two failed saving throws, -6 for three, and so forth.) No secondary infection results from such contact, however.</p><p></p><p>When not acting on Mossmutter’s orders, skin puppets arrange themselves in loose circles of 3d4+6 members, who sit separated from one another by 3 feet. This ring formation facilitates operations of the hierarchical mind, although there is no immediate detrimental effect on Mossmutter if several skin puppets break ranks to attack an intruder.</p><p></p><p>Skin puppet: AC 10; MV 9; HD 2, hp 6; THACO 19; #AT 2 (claw/claw); Dmg ld4/ld4; SA spell channeling, spore touch; SZ S (3%' tall); ML steady (12); Int non- (0); AL NE; XP 250. Special Abilities: SA-each skin puppet can join with two additional skin puppets to provide a channel for Mossmutter's spells; victim of any successful claw hit must save vs. paralyzation or suffer an additional ld6 points of damage and cough for 1 round (-2 penalty to attack rolls, saving throws, and ability/proficiency checks while coughing; multiple failures inflict cumulative penalties).</p></blockquote><p></p>
[QUOTE="Echohawk, post: 4483961, member: 9849"] [b][u]Skin Puppets[/u][/b] Skin puppets are victims of Mossmutter’s special spore cough. Most are humanoid, though a few were once creatures of other species. As the name implies, the skin of this monster resembles an ill-made garment, torn and patched in numerous places. A gray fungal goo oozes forth from cracks and gaps in the skin, eventually hardening into "patches" of crusty material. Hundreds of fibrous threads cover the skin puppet like a too-tight bodynet; without this support, the whole creature would collapse into so much fungal jelly. When a skin puppet dies, its confining skin splits, allowing the gray gel inside to spill forth onto the ground. The resulting pool of goo is actually a brand new, quarter-strength (15 hp) mold wyrm that must rest in its passive state for 8 hours before it can assume active form. Skin puppets are subsumed minds in Mossmutter’s hierarchy. Unlike other subsumed minds, however, skin puppets have a modicum of free will and can decide to forego channeling spells to take their own autonomous actions, such as physically attacking foes. Bone fragments incorporated into the skin puppet’s fingertips serve as claws for physical attacks, inflicting ld4 points of damage per successful hit. Furthermore, the gellike material of the creature’s inner body seeps down over the claws constantly, inflicting a lesser version of the mold wyrm’s spore cough on those who come into contact with it. Thus, every time the skin puppet inflicts damage with its claws, the victim must make a successful saving throw vs. paralyzation or suffer ld6 points of additional damage and cough violently for 1 round. While coughing, the victim receives a -2 penalty to all attack rolls, saving throws, ability checks, and proficiency checks. Multiple failures in the same round result in cumulative penalties; that is, a 4 penalty for two failed saving throws, -6 for three, and so forth.) No secondary infection results from such contact, however. When not acting on Mossmutter’s orders, skin puppets arrange themselves in loose circles of 3d4+6 members, who sit separated from one another by 3 feet. This ring formation facilitates operations of the hierarchical mind, although there is no immediate detrimental effect on Mossmutter if several skin puppets break ranks to attack an intruder. Skin puppet: AC 10; MV 9; HD 2, hp 6; THACO 19; #AT 2 (claw/claw); Dmg ld4/ld4; SA spell channeling, spore touch; SZ S (3%' tall); ML steady (12); Int non- (0); AL NE; XP 250. Special Abilities: SA-each skin puppet can join with two additional skin puppets to provide a channel for Mossmutter's spells; victim of any successful claw hit must save vs. paralyzation or suffer an additional ld6 points of damage and cough for 1 round (-2 penalty to attack rolls, saving throws, and ability/proficiency checks while coughing; multiple failures inflict cumulative penalties). [/QUOTE]
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