LOTRfan
2013-03-22, 07:38 PM
Based on a similar 2e creature. I may need help with the pricing, as I'm not sure its good.
Skinwrapper
Medium Construct (Symbiont)
Hit Dice: 5d10+20 (47 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 Dex), touch 13, flatfooted 10
Base Attack/Grapple: +3/+2
Attack: Slam +2 melee (1d6-1)
Full Attack: Slam +2 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -----
Special Qualities: construct traits, Darkvision 60 ft., Fast Healing 1, Immunity, lowlight vision, Meld, symbiont traits
Saves: Fort +1, Ref +6, Will +4
Abilities: Str 9, Dex 16, Con ---, Int 10, Wis 13, Cha 6
Skills: Listen +7, Spot +7
Feats: Iron Will, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 5, or as host
Treasure: None
Alignment: Any (same as creator)
Advancement: 6-10 HD (Medium)
Level Adjustment: -----
Through the portal trounces a humanoid; behind it you can see searing flames coming from the portal, though the humanoid seems completely unaffected. The flesh, previously burning hot, fades into a normal color. The creature's face is completely blank, but its face writhes about.
Skinwrappers are a special form of homunculus originally developed to allow safe passage through the Inner Planes, but as time went on other spellcasters learned of the creation technique and developed them for their own purposes. Unlike other homunculi, skinwrappers take on a much more symbiotic function; they meld with their master, completely engulfing them, in order to grant immunity to elemental extremes. Skinwrappers completely cover any unique features of the wearer, leaving the face a featureless visage of writhing flesh. Despite being completely engulfed, a host can still breathe and speak (albeit slightly muffled).
Combat
Most of the time, a skinwrapper homunculus is encountered while being worn by their master, but a skinwrapper encountered alone can use its slam attack to hold off enemies. Unlike other symbionts, skinwrappers do take damage from attacks that are targeting their host. They suffer damage equal to half that the host suffers. If a skinwrapper is killed, its owner takes 5d10 points worth of damage. If a skinwrapper’s master dies first, the homunculus collapses into a pile of soppy flesh and ichor.
Immunity: Upon creation, a Skinwrapper is given one immunity by its creator to one of the following types of damage; acid, cold, electricity, or fire. Once the immunity is chosen, it cannot be changed. Some of these homunculi are given additional immunities at creation, but at an extra cost.
Meld (Ex): As a standard action, a Skinwrapper can completely engulf its creator, becoming a “second skin” of a sort. The creator must be the same size or one size category smaller compared than its creator for this ability to work. The creator is completely enveloped, but still able to breath through the porous membrane. The skinwrapper doesn’t give any bonus to the host’s armor class, but it does grant its creator a slam attack and the fleshwrapper’s immunity. All other environmental effects still affect the wearer. While wearing a skinwrapper, the host cannot medium or heavier armor.
Creating a Skinwrapper
A Skinwrapper is stitched using dried animal skin that is washed with a liquid that mixes spring water, a pint of the owner’s blood, and a small amount of an item representing the element that the skinwrapper is immune to (sulfur for acid, ice for cold, bits of iron for electricity, or ashes for fire). The materials cost 200 gp. The creature’s master may create the body, or he may get another to craft it for him. Creating the body requires a DC 18 Profession (Tanner) or Profession (Taxidermist).
After the skin being used for the body is cured, it is animated through an extended magical ritual that requires a specifically prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the spellcaster is personally creating the body, the actual creation and the ritual can be performed together.
A homunculus with more than 3 Hit Dice can be created, but each additional Hit Die adds 2,000 gp to the cost. A skinwrapper can be created with more than one immunity, but the each additional immunity adds an additional 4,200 gp to the cost.
Craft Construct, arcane eye, mirror image, mending, resist energy. Caster level must be at least 4th level. Price --- (never sold); Cost 10,250 gp + 480 XP.
Skinwrapper
Medium Construct (Symbiont)
Hit Dice: 5d10+20 (47 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 Dex), touch 13, flatfooted 10
Base Attack/Grapple: +3/+2
Attack: Slam +2 melee (1d6-1)
Full Attack: Slam +2 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -----
Special Qualities: construct traits, Darkvision 60 ft., Fast Healing 1, Immunity, lowlight vision, Meld, symbiont traits
Saves: Fort +1, Ref +6, Will +4
Abilities: Str 9, Dex 16, Con ---, Int 10, Wis 13, Cha 6
Skills: Listen +7, Spot +7
Feats: Iron Will, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 5, or as host
Treasure: None
Alignment: Any (same as creator)
Advancement: 6-10 HD (Medium)
Level Adjustment: -----
Through the portal trounces a humanoid; behind it you can see searing flames coming from the portal, though the humanoid seems completely unaffected. The flesh, previously burning hot, fades into a normal color. The creature's face is completely blank, but its face writhes about.
Skinwrappers are a special form of homunculus originally developed to allow safe passage through the Inner Planes, but as time went on other spellcasters learned of the creation technique and developed them for their own purposes. Unlike other homunculi, skinwrappers take on a much more symbiotic function; they meld with their master, completely engulfing them, in order to grant immunity to elemental extremes. Skinwrappers completely cover any unique features of the wearer, leaving the face a featureless visage of writhing flesh. Despite being completely engulfed, a host can still breathe and speak (albeit slightly muffled).
Combat
Most of the time, a skinwrapper homunculus is encountered while being worn by their master, but a skinwrapper encountered alone can use its slam attack to hold off enemies. Unlike other symbionts, skinwrappers do take damage from attacks that are targeting their host. They suffer damage equal to half that the host suffers. If a skinwrapper is killed, its owner takes 5d10 points worth of damage. If a skinwrapper’s master dies first, the homunculus collapses into a pile of soppy flesh and ichor.
Immunity: Upon creation, a Skinwrapper is given one immunity by its creator to one of the following types of damage; acid, cold, electricity, or fire. Once the immunity is chosen, it cannot be changed. Some of these homunculi are given additional immunities at creation, but at an extra cost.
Meld (Ex): As a standard action, a Skinwrapper can completely engulf its creator, becoming a “second skin” of a sort. The creator must be the same size or one size category smaller compared than its creator for this ability to work. The creator is completely enveloped, but still able to breath through the porous membrane. The skinwrapper doesn’t give any bonus to the host’s armor class, but it does grant its creator a slam attack and the fleshwrapper’s immunity. All other environmental effects still affect the wearer. While wearing a skinwrapper, the host cannot medium or heavier armor.
Creating a Skinwrapper
A Skinwrapper is stitched using dried animal skin that is washed with a liquid that mixes spring water, a pint of the owner’s blood, and a small amount of an item representing the element that the skinwrapper is immune to (sulfur for acid, ice for cold, bits of iron for electricity, or ashes for fire). The materials cost 200 gp. The creature’s master may create the body, or he may get another to craft it for him. Creating the body requires a DC 18 Profession (Tanner) or Profession (Taxidermist).
After the skin being used for the body is cured, it is animated through an extended magical ritual that requires a specifically prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the spellcaster is personally creating the body, the actual creation and the ritual can be performed together.
A homunculus with more than 3 Hit Dice can be created, but each additional Hit Die adds 2,000 gp to the cost. A skinwrapper can be created with more than one immunity, but the each additional immunity adds an additional 4,200 gp to the cost.
Craft Construct, arcane eye, mirror image, mending, resist energy. Caster level must be at least 4th level. Price --- (never sold); Cost 10,250 gp + 480 XP.