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The Imorph
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<blockquote data-quote="DnDChick" data-source="post: 711560" data-attributes="member: 54"><p>I need some close critiquing here ... this one is ... well ... "bizarre" is not a strong enough word. lol</p><p></p><p><strong>Imorph</strong></p><p><strong>Medium-size Shapechanger</strong></p><p><strong>Hit Dice:</strong> 5d8+15 (37 hp)</p><p><strong>Initiative:</strong> +5 (Dex)</p><p><strong>Speed:</strong> 20 ft.</p><p><strong>AC:</strong> 15 (+5 Dex)</p><p><strong>Attacks:</strong> 2 tentacles +9 melee</p><p><strong>Damage:</strong> Tentacle 1d4+1</p><p><strong>Face/Reach:</strong> 5 ft. by 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Imorphism</p><p><strong>Special Qualities:</strong> Blindsight</p><p><strong>Saves:</strong> Fort +7, Ref +9, Will +4</p><p><strong>Abilities:</strong> Str 11, Dex 21, Con 16, Int 1, Wis 11, Cha 2</p><p><strong>Skills:</strong> Move Silently +11</p><p><strong>Feats:</strong> Weapon Finesse (tentacle), Weapon Focus (tentacle)</p><p><strong>Climate/Terrain:</strong> Any land and underground</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 6-10 HD (Medium-size); 11-15 HD (Large)</p><p></p><p>In its natural shape, an imorph is a cylindrical lump of roughly human-sized flesh that constantly squashes, stretches, bulges, expands, and contracts. Although it does have a generally pillar-like shape, it never maintains any single outline for more than a few minutes before shifting into some other form. Overall it is a sickening greenish gray hue, a color that has been equated with the color of bile or putrid meat. An imorph moves with the aid of a snail-like foot at its base and a trailing tentacle-like leg tipped with a wide suction cup that helps to push the creature along. From the top of the thing sprout two long, whip-like tentacles tipped in thorny barbs with which it swipes at anything that threatens it. This creature has no apparent eyes or sense organs.</p><p></p><p>Imorphs have a rubbery green organ that, when removed, can pour forth a similarly colored fluid. This fluid, if mixed with an equal amount of water, creates a concoction that is the equivalent of 1d3 doses of a potion of polymorph self. Getting the mixture measured and blended in appropriate amounts requires an Alchemy check (DC 15). Failure results in very foul tasting, slimy water.</p><p></p><p><strong>Combat</strong></p><p>An imporph is an unobtrusive creature, and does not normally initiate combat. If forced to defend itself, an imorph strikes at its opponents with its two barbed tentacles. Once it begins to assume the shape of its primary opponent, it will fight with a style similar to its opponent. Regardless of whether or not an imorph’s tentacles are emulating its opponent’s weapons, they still only deal the stated damage for the tentacles. Likewise, both tentacles strike the opponent even if one of the tentacles is emulating part of the opponent’s gear that is not normally a weapon (e.g. a shield or mug). If an imorph has multiple opponents, select one at random for it to emulate. If that opponent is slain or breaks off combat with the imorph, it will select another opponent to copy.</p><p></p><p><strong>Imorphism (Ex):</strong> In melee, an imorph will begin to slowly adopt the form and fighting style of its opponent. The strange gland inside the imorph allows the creature to emulate the opponent’s natural and worn armor and increase its own base attack bonus if the opponent’s is higher. </p><p></p><p>Beginning on the second round of combat, an imorph gains a +1 natural bonus to its armor class per round until it equals the opponent’s combined natural and manufactured armor bonuses. An opponent with no natural armor or manufactured armor class bonuses gives no benefit to the imorph—it mimics what it perceives to be the relative toughness of its opponent’s skin. Also, if the opponent has a higher base attack bonus than the imorph, it gains a +1 bonus to attack per round until its base attack bonus equals that of its opponent. The imorph is not able to duplicate the effects of spells or feats that an opponent may be using to enhance its base attack bonus. While it is in melee, the imorph also slowly begins to assume the general shape and appearance of its opponent. </p><p></p><p>Once out of melee or reduced to 1/5 of its normal hit points, the imorph returns to its normal armor class and base attack bonus at a rate of -1 to each per round.</p><p></p><p><strong>Blindsight (Ex):</strong> Despite having no obvious sensory organs, an imorph is aware of its surroundings to a distance of 60 feet. Because its senses extend in a radius around itself, an imorph cannot be flanked.</p><p></p><p>This one first appeared in the 1e Fiend Folio.</p></blockquote><p></p>
[QUOTE="DnDChick, post: 711560, member: 54"] I need some close critiquing here ... this one is ... well ... "bizarre" is not a strong enough word. lol [b]Imorph Medium-size Shapechanger Hit Dice:[/b] 5d8+15 (37 hp) [b]Initiative:[/b] +5 (Dex) [b]Speed:[/b] 20 ft. [b]AC:[/b] 15 (+5 Dex) [b]Attacks:[/b] 2 tentacles +9 melee [b]Damage:[/b] Tentacle 1d4+1 [b]Face/Reach:[/b] 5 ft. by 5 ft./5 ft. [b]Special Attacks:[/b] Imorphism [b]Special Qualities:[/b] Blindsight [b]Saves:[/b] Fort +7, Ref +9, Will +4 [b]Abilities:[/b] Str 11, Dex 21, Con 16, Int 1, Wis 11, Cha 2 [b]Skills:[/b] Move Silently +11 [b]Feats:[/b] Weapon Finesse (tentacle), Weapon Focus (tentacle) [b]Climate/Terrain:[/b] Any land and underground [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 6-10 HD (Medium-size); 11-15 HD (Large) In its natural shape, an imorph is a cylindrical lump of roughly human-sized flesh that constantly squashes, stretches, bulges, expands, and contracts. Although it does have a generally pillar-like shape, it never maintains any single outline for more than a few minutes before shifting into some other form. Overall it is a sickening greenish gray hue, a color that has been equated with the color of bile or putrid meat. An imorph moves with the aid of a snail-like foot at its base and a trailing tentacle-like leg tipped with a wide suction cup that helps to push the creature along. From the top of the thing sprout two long, whip-like tentacles tipped in thorny barbs with which it swipes at anything that threatens it. This creature has no apparent eyes or sense organs. Imorphs have a rubbery green organ that, when removed, can pour forth a similarly colored fluid. This fluid, if mixed with an equal amount of water, creates a concoction that is the equivalent of 1d3 doses of a potion of polymorph self. Getting the mixture measured and blended in appropriate amounts requires an Alchemy check (DC 15). Failure results in very foul tasting, slimy water. [b]Combat[/b] An imporph is an unobtrusive creature, and does not normally initiate combat. If forced to defend itself, an imorph strikes at its opponents with its two barbed tentacles. Once it begins to assume the shape of its primary opponent, it will fight with a style similar to its opponent. Regardless of whether or not an imorph’s tentacles are emulating its opponent’s weapons, they still only deal the stated damage for the tentacles. Likewise, both tentacles strike the opponent even if one of the tentacles is emulating part of the opponent’s gear that is not normally a weapon (e.g. a shield or mug). If an imorph has multiple opponents, select one at random for it to emulate. If that opponent is slain or breaks off combat with the imorph, it will select another opponent to copy. [b]Imorphism (Ex):[/b] In melee, an imorph will begin to slowly adopt the form and fighting style of its opponent. The strange gland inside the imorph allows the creature to emulate the opponent’s natural and worn armor and increase its own base attack bonus if the opponent’s is higher. Beginning on the second round of combat, an imorph gains a +1 natural bonus to its armor class per round until it equals the opponent’s combined natural and manufactured armor bonuses. An opponent with no natural armor or manufactured armor class bonuses gives no benefit to the imorph—it mimics what it perceives to be the relative toughness of its opponent’s skin. Also, if the opponent has a higher base attack bonus than the imorph, it gains a +1 bonus to attack per round until its base attack bonus equals that of its opponent. The imorph is not able to duplicate the effects of spells or feats that an opponent may be using to enhance its base attack bonus. While it is in melee, the imorph also slowly begins to assume the general shape and appearance of its opponent. Once out of melee or reduced to 1/5 of its normal hit points, the imorph returns to its normal armor class and base attack bonus at a rate of -1 to each per round. [b]Blindsight (Ex):[/b] Despite having no obvious sensory organs, an imorph is aware of its surroundings to a distance of 60 feet. Because its senses extend in a radius around itself, an imorph cannot be flanked. This one first appeared in the 1e Fiend Folio. [/QUOTE]
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