Thursday, November 30, 2017

Oro, Gelatinous Cube Shifter

I have to say, I absolutely love the new Ultimate Wilderness book. Despite it's otherwise poor reviews, I found a lot of use from it with the expanded exploration rules and new class abilities. But man oh man has the Shifter gotten me excited. The Oozemorph archetype has inspired some ridiculous things. It all started with this:

I've been messing with the build idea since then, and now I'm happy to present Oro, the awakened gelatinous cube!

Oro, Gelatinous Shifter

N Large ooze (augmented) shifter (oozemorph) 8
Init +3; Senses blindsight 60 ft.; Perception +12


AC 12, touch 12, flat-footed 9 (+3 dex, –1 size)
hp 152 (4d8+8d10+96)
Fort +15, Ref +5, Will +3
DR 8/slashing; Immune electricity, ooze traits

Speed 20 ft., Climb 10 ft.
Melee slam +18 (1d6+6 plus 1d6 acid), 3 morphic weapons +18 (1d8+6 plus 1d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks engulf, paralysis

Str 22, Dex 16, Con 26, Int 7, Wis 10, Cha 10
Base Atk +11; CMB +17; CMD 31 (can’t be tripped)
Feats Power Attack, Ability Focus (Paralysis), Improved Natural Attack (Morphic Weapons), Fleet
Skills Acrobatics +15, Disguise +4, Perception +12 Stealth +15, Survival +12
SQ transparent

Acid (Ex)

A gelatinous cube’s acid does not harm metal or stone.

Brain Mutation (Ex)

When digesting a humanoid creature, through some trick of magic and spontaneous alchemy a brain was preserved in the gelatinous cube's center, granting it intelligence.

Clinging Ooze (Ex)

When in her natural form, an oozemorph gains a climb speed of 10 feet.

Compression (Ex)

The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Engulf (Ex)

Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 12 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.

Fluidic Body (Su)

The oozemorph has no magic item slots and she cannot benefit from armor; cast spells; hold objects; speak; or use any magic item that requires activation, is held, or is worn on the body. Eight times per day, an oozemorph can assume a humanoid form as a move action. This transformation is identical to alter self or beast shape I, except the oozemorph can maintain the form for a number of hours equal to her level. Each hour after this duration, the oozemorph must succeed at a DC 15 Fortitude save or revert back to her fluidic body until she rests for at least 8 hours. This save DC increases by 1 for each additional hour spent maintaining the form.

Morphic Weaponry (Ex)

An oozemorph can create natural weapons to fight with from any portion of her body, regardless of her current form. An oozemorph can form three primary natural attacks that each deal 1d6 points of bludgeoning, piercing, or slashing damage, chosen by the oozemorph when she forms them. An oozemorph can change the damage type of any number of her natural weapons as a swift action. The total number of natural attacks an oozemorph has at any given time includes those gained via her current form. For example, an oozemorph who has taken the form of a wolf with beast shape I has a bite attack as part of that form; she can create only two additional natural attacks via morphic weaponry, for a total of three attacks available to her at that level. If the oozemorph later reverts to a humanoid form with no natural weapons, she can instead create three morphic weapons.

Ooze Empathy (Ex)

An oozemorph gains the shifter’s wild empathy class feature, but she can use it only to influence the attitude of oozes with an Intelligence score of 2 or lower. An oozemorph can use this ability on mindless oozes; when she does so, she imparts a modicum of intellect to the ooze to allow it to respond to her commands.

Paralysis (Ex)

A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 22 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Trackless Step (Ex)

An oozemorph leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Transparent (Ex)

Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.

After Oro consumed a particularly magical (and hapless) adventurer, through a combination of strange alchemy and arcane magic, she awoke. Now she spends her time lurking in her home dungeon and slowly exploring the world outside - as long as her humanoid form is maintained.

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