JeminiZero
2015-06-07, 09:43 PM
So, while reading through Tippy's Fusion + Astral Seed Ascension trick (http://www.giantitp.com/forums/showthread.php?240522), I began to wonder: Could this be used by an individual (or an organization) to create an army of obedient supersoldiers? (If that sounds familiar, it is because I did try something like this (http://www.giantitp.com/forums/showthread.php?101587) before). As always, this is merely a theoretical optimization exercise, and its use in an actual game is not recommended.
"I will treat any beast which I control through magic or technology with respect and kindness. Thus if the control is ever broken, it will not immediately come after me for revenge"
-Evil Overlord List, No 48
*We assume you already have Ice Assassins of the various creatures you want to include in the fusion (refer to "Recommended Creatures")
*First make a Clone (http://www.d20srd.org/srd/spells/clone.htm) of your Long Term Body, that is, the Body in which you plan to continue adventuring in. This can be a multi-stalt of various creatures, or it can be your plain old humanoid body. Preserve your clone for later use.
*(Note: Fusion only works with creatures of the same type, and the same size or smaller. While not explicitly stated in Tippy's original formulation, you can easily circumvent this limitation with Polymorph (http://www.d20srd.org/srd/spells/polymorph.htm). E.g. If you are medium human, you can polymorph the Tarrasque into a halfling, fusion with it, and then dismiss polymorph.)
Gaining Split
*Next, through the Fusion + Astral Seed combo, give yourself a nigh-invulnerable body. This might be the same body as the Clone in the previous step.
*Now, Fusion with a Splitting Ooze, and then manifest Astral Seed. We assume that your type is now Ooze (how this might be achieved is discussed under "Recommended Creatures").
*Cast time hop on your Long Term Body Clone, and then die (shapechange into a construct or undead to lose your Con score, and you will lose the benefit of the Tarrasque's Regen)
*Since your Clone is outside the timestream, your soul now transfers to your Astral Seed.
*When you are reborn, you will have a nigh invulnerable Ooze body that also has Split.
Producing the Initial Blob (minus the desire to kill you)
*Create an Ice Assassin of yourself (codename: Bogeyman, as he wants to kill you)
*Order the Bogeyman to cast Alter Self (http://www.d20srd.org/srd/spells/alterSelf.htm). He loses all his special qualities not derived from class levels, notably the immunities his normal form provides.
*Order the Bogeyman to voluntarily fail his save on the next spell you cast on him. Cast Mindrape on the Bogeyman: Remove his urge to kill you. However, this counts as a severe change in personality, and can be reversed by Break Enchantment.
*After resuming normal form, collect a sample from the brainwashed Bogeyman. Use it to create an Ice Assassin of the Bogeyman (codename: The Blob, who is identical to you, and wants to kill the Bogeyman).
*Since the Bogeyman no longer had any desire to kill you when the sample was collected, neither should the Blob.
*Additionally, unlike the Bogeyman, the Blob's lack of desire to kill you, is inherited from the Bogeyman's memories in the sample. The Blob was NEVER Mindraped directly, so its lack of desire to kill you cannot be reversed by Break Enchantment.
*Get rid of the Bogeyman. The Blob in turn no longer has to worry about killing its already dead precursor, and can concentrate on more important things, like following your orders.
Mass Producing the Blob
*Poke the Blob a couple of times to triggers its Split ability. The resulting duplicates of the Blob, should be identical to the original Ice Assassin, which therefore means they all listen to you
*You can keep poking the Blob to trigger Split until it has less than 10 HP. You can repair the Blob at the cost of 100 gp per HP.
*Lets say a particular Blob is at 9 HP. Repairing this Blob back to 18 HP costs 900 gp, after which you can poke him again, and he splits again into 2 Blobs with 9 HP each.
*You can now essentially produce copies of the Blob, at ~900 gp a pop.
*I am assuming that Splitting "deals" lethal damage to the Ice Assassin, which can only be repaired rather than regenerated away. (The explicit wording of the Tarrasque regen is that no attacks deal lethal damage, whereas Split is not an attack, but is the creature's own ability.) But if you believe Split still does non-lethal damage, then the Blob can split and regen with virtually no limit!
Getting Rid of Split
*Split is a good ability for the Blob, but it is a bad ability for yourself, since Splits of yourself probably count as NPCs whom you exert no control over. Therefore after creating the Blob, we want to get rid of our own Split ability. (See also: The Prestige 2006).
*Which is where the Long Term Body Clone comes in. Without Astral Seed, the next time you die, your Soul will transfer to the Clone, which should not have Split.
"You gotta wonder: if God made us in His image, who made him?"
-Epps, referring to Optimus Prime. Transformers: Revenge of the Fallen (2009)
Assuming for the moment that you were operating on a limited budget of some sort (as opposed to Shapechanging into a Zodar, and wishing for endless Scrolls of Ice Assassins), what is the minimum set of creatures required to achieve some semblance of invulnerability?
First a few assumptions:
*The final type of your fusion self, is based on which type is contributing the most HD. Without Ooze HD padding (see the bit on Oozes below), the Tarrasque alone with his 48 HD will outweigh virtually everything else. And if you add the secondary creatures, the 17 HD Chronotyryn, and 10 HD Nethersight Mastiff are also Magical Beasts.
*Undead and Construct immunities are derived from their Type. Therefore an undead skeleton fused with a Tarrasque will have the type "Magical Beast", and lose their normal undead immunities. In essence, we assume that we cannot gain a whole host of immunities just by fusing with undead/constructs.
*You might think that just throwing an Abomination (www.d20srd.org/srd/epic/monsters/abomination.htm ) into the mix will provide most of the immunities you want, but that is surprisingly not the case. Abominations lack: immunity to stunning/paralysis/critical hits (Phasm), immunity to Subdual (Leechwalker), immunity to Suffocation (Monadic Deva), Magic Immunity (Will O' Wisp), Freedom of Movement (Spider Eater). The only creature in the Primary Immunities list below, which is made redundant by an Abomination, is the Feytouched.
Primary Creatures/Immunities
Given these assumptions here are a few creatures with special qualities NOT based on their type, with important immunities being underlined. Note that it is disputable whether you can make an Ice Assassin of an Aleax that does not currently exist, as such the Aleax is not on this list:
*Tarrasque (http://www.d20srd.org/srd/monsters/tarrasque.htm) (48 HD): The backbone of any nigh-invulnerable monster. Provides one of the most powerful forms of Regeneration available, which according to this unofficial FAQ (http://archive.wizards.com/default.asp?x=dnd/dnd/20070502a) even converts a sphere of annihilation to non-lethal. Arguably, this should also mean that the Holy Word line of spells are also converted into non-lethal damage. They also come with Immunity to fire, poison, disease, and energy drain. And their carapace deflects all rays, lines, cones, and even magic missile spells.
You might be wondering: If you gained the Tarrasque's regeneration, how would you die in order to be send your soul to the Astral Seed for the next part of the process? By RAW, Regeneration (http://www.d20srd.org/srd/specialAbilities.htm#regeneration) requires a constitution score, so if you shapechange into a Construct or Undead, you lose your Con score and no longer benefit from regen. Then stab yourself with a Construct or Undead slaying arrow (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#slayingArrow) (which is NOT a death effect) and voluntarily fail your save. Another way is to cast Trollshape [PHB2] which causes you to lose the immunities of your normal form. These methods can also be used to kill the Bogeyman.
*Phasm (http://www.d20srd.org/srd/monsters/phasm.htm) (15 HD): An aberration that functions a lot like shapeshifting Ooze and has the immunities to match. Their Amorphous quality gives them immunity to: poison, sleep, paralysis, polymorph, stunning, critical hits and flanking (and arguably always makes the resultant creature look like a literal blob regardless of what other creatures you blend in). Also has Telepathy 100 ft, and provides Alternate Form to any Large or smaller form, so it can disguise itself to get around unnoticed.
*Will o' Wisp (http://www.d20srd.org/srd/monsters/willOWisp.htm) (9 HD): Magic Immunity to everything except Magic Missile (blocked by Tarrasque Carapace) and Maze. Also comes with unwinged 50' perfect flight, and Ex natural invisibility.
*Ochre Jelly (6 HD) or Black Pudding (10 HD) (http://www.d20srd.org/srd/monsters/ooze.htm) : Provides the Split Ability, which gives Immunity to Slashing/Piercing. Also has Blindsight 60 ft.
*Spider Eater (http://www.d20srd.org/srd/monsters/spiderEater.htm) (4 HD): Constant Supernatural Freedom of Movement. Can fly 60' with Good maneuverability.
*Leechwalker [MM2] (13 HD): Immune to subdual damage (one of the very few non-epic living creatures that does so), ability damage, ability drain, or death from massive damage.
*Ocean Giant [MM2] (18 HD): Amphibious and provides the Blob a Swim speed. Immune to Bludgeoning (Ooze Split blocks Slash+Pierce). This triple immunity to weapon damage is necessary: If the Blob ever goes up against Sertrous [Elder Evils 115], and their Poison Immunity is suppressed by his Poisoner's Breath, they remain invulnerable to Trollbane on weapons. Also provides landform (probably a Change Shape) to Huge Giant, and Rock Throwing/Catching, a reliable range attack.
*Monadic Deva [MM2] (10 HD): Immune to all death spells and magical death effects (one of the very few non-epic living creatures that does so), ability damage, ability drain, and energy drain. And their Ex Elemental Ease effectively makes them immune to suffocation. As Celestials, they are also Immune to Petrification. Also immune to Fire, Cold, Electricity, and Acid. Although not immune to starvation and thirst, they can cast Create Food and Water SLA at will, as well as Plane Shift 3/day. Projects an aura of Magic Circle against Evil, which hedges out non-mind affecting attempts to exert control like Magic Jar and Demonic Possession. Can fly 90' with Good maneuverability.
*Feytouched [Fiend Folio] (1 HD): Or, if you can lay your hands on one, an Abomination (www.d20srd.org/srd/epic/monsters/abomination.htm) will also work. Provides Immunity to Mind Affecting. The Abomination is also immune to form-altering attack.
Achieving Ooze Type and its advantages
*As mentioned above, we assume that the Type of the resulting fusion is based on which Type contributes the most HD to the fusion. Hence to make the fusion creature an Ooze, all you have to do is include a bunch of Oozes.
*Since these Oozes are there merely to pad HD, they do not have to be at full strength. If budget is an issue, you can use Simulacrum of Oozes rather than Ice Assassins. (E.g. both Elder Black Puddings (http://www.d20srd.org/srd/monsters/ooze.htm) and Bone Oozes (MM2) have 20 HD. So their Simulacra come with 10 HD and cost 1000 XP/1000 GP)
*Why do we want the Ooze type? Oozes are explicitly immune to Trait Removal [Serpent Kingdoms].
*Also Oozes are one of the very few creatures which can explicitly squeeze through much smaller spaces. Hence, even if the Colossal Blob is stuck in an AMF, it can flow its way out through something as small as a keyhole. (In this regard, Black Puddings are preferable to Bone Oozes, as Bone Oozes can only squeeze through 5x5 spaces as a full round action. However Bone Oozes have a very powerful attack that drains Str/Dex/Con).
*Finally Oozes are explicitly immune to Vorpal Weapons
Secondary Immunities/Abilities
The following creatures provide secondary immunities, and other useful abilities:
*Solar (22 HD) (http://www.d20srd.org/srd/monsters/angel.htm): The main feature here is 20th level Cleric Casting, and Wish as an SLA. Also comes with Change Shape, so that the Blob can disguise itself as humanoid and still fight well (unlike Phasm's Alternate Form, Change Shape allows the Blob to retain the Tarrasque's strength).
*Chronotyryn [Fiend Folio] (17 HD): Sonic Immunity (Monadic Deva blocks all the other energy types). Also has Dual Action, and some very nice SLAs like Greater Teleport at Will, and Time Stop 3/day.
*Nethersight Mastiff (10 HD): Continuous Su True Seeing, Bite is Ghost Touch Weapon vs Incorporeal/Ethereal, Can grapple and drag Ethereal opponents into Material Plane.
*Warblade: Who knows White Raven Tactics (see Miscellaneous Tricks) and Iron Heart Surge (useful for getting rid of everything from AMF/DMZ, to Starvation)
All of the following have to be Supernatural Spells, to overcome the Will O' Wisp Magic Immunity:
Certain
*Supernatural Graymantle: Can shutdown the Blob's regeneration.
*Sertrous [Elder Evils 115] has a Poisoner's Breath that suppresses immunity to poison with no save. This leaves the Blob open to Trollbane, but not Trollbane applied through a weapon (dues to triple weapon damage immunity). This can be combined with Surge of Fortune (to autohit the touch attack) Poison Spell [Drow of the Underdark] using Trollbane [Dungeonscape] as the material component for Supernatural Touch Spells (such as Harm), to get the spell damage to ignore Regeneration.
Uncertain
*Supernatural Ability Rip: Transmutation spell. It is uncertain whether an Abomination's immunity to form-altering attacks will block them. Even if it does not, note that most of their immunities are Ex, so Trait Removal alone should not be able to remove any of them.
*Transcend Mortality: This spell is normally personal range only, but it can be cast on a Blob via Spellguard of the Silvery Moon or Energy Transformation Field. This is one of those unstoppable force meets immovable objects rules collision. Transcend Mortality states:
When the spell ends, you are instantly slain and reduced to a pile of dust (as disintegrate). This effect allows no save and can't be prevented by any means
The second half (can't be prevented by any means), can be interpreted to mean that nothing can prevent the disintegrate effect from occurring (although timeless body (http://www.giantitp.com/forums/showthread.php?121322) might delay it for a while).
Whereas Tarrasque regen states:
The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect.
Can be interpreted as meaning that when the Disintegrate effect DOES occur, the Tarrasque STILL regenerates from it.
Removed
*Supernatural Trait Removal: If you manage to get the Blob's type to be Ooze (via HD padding), it will be immune to Ability Rip.
Infinite/Rapid Self Propagation
If you include a Solar in the Blob, it gains the Wish SLA. It can wish for 25000 gp worth of the materials needed to repair itself, to regain 250 HP.
*Lets say a Blob starts with 8 HP
*With 25000 gp worth of materials, it repairs itself back up to 258 HP
*The Blob pokes itself multiple times, each time halving its HP, and doubling its number
*1st Poke: 2 Blobs with 129 HP
*2nd Poke: 4 Blobs with 64 HP (round down)
*3rd Poke: 8 Blobs with 32 HP
*4th Poke: 16 Blobs with 16 HP
*5th Poke: 32 Blobs with 8 HP
In this way, a single Blob with 8 HP can multiply into 32 Blobs with 8 HP within a day, without requiring any additional resources from you. If given a week, a single Blob can split into ~34,359,738,368 blobs. This is probably more than enough to steamroll over the Nine Hells. If you add time accelerated demiplane shenanigans, it gets even more ridiculous really fast (and if the demiplane starts feeling too small, have some of the Blobs wish for Scrolls of Genesis).
Unlike the usual strategy of chain-gating Solars, chain-splitting Blobs does not run the risk of depleting the upper planes of their most powerful champions.
Infinite Action Loop: Dual Action + White Raven Tactics
For this trick to work, the Blob needs to have a means of reliably recovering White Raven Tactics (either include a Warblade in the Fusion, or you can take a 1 level dip in Warblade after level 9). Once you have both, you can combo this with Chronotyryn Dual Action to effectively get nigh-infinite turns in a round.
Quite simply, in the 2 rounds of apparent action that Dual Action provides, you can spend the first round recovering WRT. Then spend the swift action of the 2nd round to use WRT on yourself, so you can act again at current initiative -1. If it is ruled that White Raven Tactics cannot be used on yourself, this trick still works, but you need 2 blobs to spam WRT on one another. (Note that this only works with Chronotyryn which can take 2 swift actions per round, whereas the Choker's Quickness only lets it use one more standard+move action per round, but not 2 swifts).
The downside to using Ice Assassin is that it is expensive to repair, which in turn limits its Split ability. This is an alternate version of the Blob using Voidmind to retain control, which then allows the Blob to fast heal normally, and Split for free. The downside is that (like the original Emerald Legion) Voidmind control is based off supernatural Dominate, and is suppressed in an AMF (and which *might* be hedged out by Protection from Evil).
Basically you have to be a Mind Flayer who can apply the Voidmind Template. Either start off as one (not advisable due to the LA) or once you are ready to ascend, use the fusion+astral seed trick to make yourself count as one.
Next, you have to accumulate the creatures going into the fusion WITHOUT relying on Ice Assassin. Either hire them, turn them into Voidmind puppets, or use Dominate on creatures not subject to Bribery/Voidmind (The Tarrasque is too big, and Ooze is not a valid type for Voidmind - and you will need to find or make a Sentient Splitting Ooze in order to use Dominate on it).
In addition to the creatures previously listed above, you should include:
*A creature that has fast-healing
*A creature that has Ferocity such as a Boar (http://www.d20srd.org/srd/monsters/boar.htm), so that it can continue to operate even when dying/disabled.
*A Psion (or a creature which casts as a Psion such as an Elder Brain) that can manifest fusion/astral seed.
ENSURE THAT THE PSION IS A VOIDMIND UNDER YOUR CONTROL!
Note that Voidmind comes with immunity to mind-affecting, so you can get rid of the feytouched. (But get an abomination if you can lay your hands on one, as it still provides immunity to form altering attacks).
Have the Psion fuse all the creatures together, and manifest Astral Seed (note that nothing in Fusion says that you can only fuse with one creature at a time). Then, kill the Psion, and it will be reborn from the Astral Seed as a nigh-unkillable monster (codename: Super-Psion). Super-Psion will STILL retain its Voidmind template, and you can hence dominate him at will.
Since none of the input creatures were Ice Assassins, as a result the Super-Psion has NONE of the limitations of the Ice Assassin. It can therefore heal normally and gain XP. And when you poke the Super-Psion, it will split into 2 Super-Psions, and with fast healing it can heal right back up. Let's say that a Super-Psion has Fast Healing 1, and currently has 6 HP. In 6 rounds it will heal back up to 12 HP, after which it can poke itself to split into 2 Super-Psions with 6 HP each. The doubling time with (Fast Healing 1) has dropped to 6 rounds!
"I will treat any beast which I control through magic or technology with respect and kindness. Thus if the control is ever broken, it will not immediately come after me for revenge"
-Evil Overlord List, No 48
*We assume you already have Ice Assassins of the various creatures you want to include in the fusion (refer to "Recommended Creatures")
*First make a Clone (http://www.d20srd.org/srd/spells/clone.htm) of your Long Term Body, that is, the Body in which you plan to continue adventuring in. This can be a multi-stalt of various creatures, or it can be your plain old humanoid body. Preserve your clone for later use.
*(Note: Fusion only works with creatures of the same type, and the same size or smaller. While not explicitly stated in Tippy's original formulation, you can easily circumvent this limitation with Polymorph (http://www.d20srd.org/srd/spells/polymorph.htm). E.g. If you are medium human, you can polymorph the Tarrasque into a halfling, fusion with it, and then dismiss polymorph.)
Gaining Split
*Next, through the Fusion + Astral Seed combo, give yourself a nigh-invulnerable body. This might be the same body as the Clone in the previous step.
*Now, Fusion with a Splitting Ooze, and then manifest Astral Seed. We assume that your type is now Ooze (how this might be achieved is discussed under "Recommended Creatures").
*Cast time hop on your Long Term Body Clone, and then die (shapechange into a construct or undead to lose your Con score, and you will lose the benefit of the Tarrasque's Regen)
*Since your Clone is outside the timestream, your soul now transfers to your Astral Seed.
*When you are reborn, you will have a nigh invulnerable Ooze body that also has Split.
Producing the Initial Blob (minus the desire to kill you)
*Create an Ice Assassin of yourself (codename: Bogeyman, as he wants to kill you)
*Order the Bogeyman to cast Alter Self (http://www.d20srd.org/srd/spells/alterSelf.htm). He loses all his special qualities not derived from class levels, notably the immunities his normal form provides.
*Order the Bogeyman to voluntarily fail his save on the next spell you cast on him. Cast Mindrape on the Bogeyman: Remove his urge to kill you. However, this counts as a severe change in personality, and can be reversed by Break Enchantment.
*After resuming normal form, collect a sample from the brainwashed Bogeyman. Use it to create an Ice Assassin of the Bogeyman (codename: The Blob, who is identical to you, and wants to kill the Bogeyman).
*Since the Bogeyman no longer had any desire to kill you when the sample was collected, neither should the Blob.
*Additionally, unlike the Bogeyman, the Blob's lack of desire to kill you, is inherited from the Bogeyman's memories in the sample. The Blob was NEVER Mindraped directly, so its lack of desire to kill you cannot be reversed by Break Enchantment.
*Get rid of the Bogeyman. The Blob in turn no longer has to worry about killing its already dead precursor, and can concentrate on more important things, like following your orders.
Mass Producing the Blob
*Poke the Blob a couple of times to triggers its Split ability. The resulting duplicates of the Blob, should be identical to the original Ice Assassin, which therefore means they all listen to you
*You can keep poking the Blob to trigger Split until it has less than 10 HP. You can repair the Blob at the cost of 100 gp per HP.
*Lets say a particular Blob is at 9 HP. Repairing this Blob back to 18 HP costs 900 gp, after which you can poke him again, and he splits again into 2 Blobs with 9 HP each.
*You can now essentially produce copies of the Blob, at ~900 gp a pop.
*I am assuming that Splitting "deals" lethal damage to the Ice Assassin, which can only be repaired rather than regenerated away. (The explicit wording of the Tarrasque regen is that no attacks deal lethal damage, whereas Split is not an attack, but is the creature's own ability.) But if you believe Split still does non-lethal damage, then the Blob can split and regen with virtually no limit!
Getting Rid of Split
*Split is a good ability for the Blob, but it is a bad ability for yourself, since Splits of yourself probably count as NPCs whom you exert no control over. Therefore after creating the Blob, we want to get rid of our own Split ability. (See also: The Prestige 2006).
*Which is where the Long Term Body Clone comes in. Without Astral Seed, the next time you die, your Soul will transfer to the Clone, which should not have Split.
"You gotta wonder: if God made us in His image, who made him?"
-Epps, referring to Optimus Prime. Transformers: Revenge of the Fallen (2009)
Assuming for the moment that you were operating on a limited budget of some sort (as opposed to Shapechanging into a Zodar, and wishing for endless Scrolls of Ice Assassins), what is the minimum set of creatures required to achieve some semblance of invulnerability?
First a few assumptions:
*The final type of your fusion self, is based on which type is contributing the most HD. Without Ooze HD padding (see the bit on Oozes below), the Tarrasque alone with his 48 HD will outweigh virtually everything else. And if you add the secondary creatures, the 17 HD Chronotyryn, and 10 HD Nethersight Mastiff are also Magical Beasts.
*Undead and Construct immunities are derived from their Type. Therefore an undead skeleton fused with a Tarrasque will have the type "Magical Beast", and lose their normal undead immunities. In essence, we assume that we cannot gain a whole host of immunities just by fusing with undead/constructs.
*You might think that just throwing an Abomination (www.d20srd.org/srd/epic/monsters/abomination.htm ) into the mix will provide most of the immunities you want, but that is surprisingly not the case. Abominations lack: immunity to stunning/paralysis/critical hits (Phasm), immunity to Subdual (Leechwalker), immunity to Suffocation (Monadic Deva), Magic Immunity (Will O' Wisp), Freedom of Movement (Spider Eater). The only creature in the Primary Immunities list below, which is made redundant by an Abomination, is the Feytouched.
Primary Creatures/Immunities
Given these assumptions here are a few creatures with special qualities NOT based on their type, with important immunities being underlined. Note that it is disputable whether you can make an Ice Assassin of an Aleax that does not currently exist, as such the Aleax is not on this list:
*Tarrasque (http://www.d20srd.org/srd/monsters/tarrasque.htm) (48 HD): The backbone of any nigh-invulnerable monster. Provides one of the most powerful forms of Regeneration available, which according to this unofficial FAQ (http://archive.wizards.com/default.asp?x=dnd/dnd/20070502a) even converts a sphere of annihilation to non-lethal. Arguably, this should also mean that the Holy Word line of spells are also converted into non-lethal damage. They also come with Immunity to fire, poison, disease, and energy drain. And their carapace deflects all rays, lines, cones, and even magic missile spells.
You might be wondering: If you gained the Tarrasque's regeneration, how would you die in order to be send your soul to the Astral Seed for the next part of the process? By RAW, Regeneration (http://www.d20srd.org/srd/specialAbilities.htm#regeneration) requires a constitution score, so if you shapechange into a Construct or Undead, you lose your Con score and no longer benefit from regen. Then stab yourself with a Construct or Undead slaying arrow (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#slayingArrow) (which is NOT a death effect) and voluntarily fail your save. Another way is to cast Trollshape [PHB2] which causes you to lose the immunities of your normal form. These methods can also be used to kill the Bogeyman.
*Phasm (http://www.d20srd.org/srd/monsters/phasm.htm) (15 HD): An aberration that functions a lot like shapeshifting Ooze and has the immunities to match. Their Amorphous quality gives them immunity to: poison, sleep, paralysis, polymorph, stunning, critical hits and flanking (and arguably always makes the resultant creature look like a literal blob regardless of what other creatures you blend in). Also has Telepathy 100 ft, and provides Alternate Form to any Large or smaller form, so it can disguise itself to get around unnoticed.
*Will o' Wisp (http://www.d20srd.org/srd/monsters/willOWisp.htm) (9 HD): Magic Immunity to everything except Magic Missile (blocked by Tarrasque Carapace) and Maze. Also comes with unwinged 50' perfect flight, and Ex natural invisibility.
*Ochre Jelly (6 HD) or Black Pudding (10 HD) (http://www.d20srd.org/srd/monsters/ooze.htm) : Provides the Split Ability, which gives Immunity to Slashing/Piercing. Also has Blindsight 60 ft.
*Spider Eater (http://www.d20srd.org/srd/monsters/spiderEater.htm) (4 HD): Constant Supernatural Freedom of Movement. Can fly 60' with Good maneuverability.
*Leechwalker [MM2] (13 HD): Immune to subdual damage (one of the very few non-epic living creatures that does so), ability damage, ability drain, or death from massive damage.
*Ocean Giant [MM2] (18 HD): Amphibious and provides the Blob a Swim speed. Immune to Bludgeoning (Ooze Split blocks Slash+Pierce). This triple immunity to weapon damage is necessary: If the Blob ever goes up against Sertrous [Elder Evils 115], and their Poison Immunity is suppressed by his Poisoner's Breath, they remain invulnerable to Trollbane on weapons. Also provides landform (probably a Change Shape) to Huge Giant, and Rock Throwing/Catching, a reliable range attack.
*Monadic Deva [MM2] (10 HD): Immune to all death spells and magical death effects (one of the very few non-epic living creatures that does so), ability damage, ability drain, and energy drain. And their Ex Elemental Ease effectively makes them immune to suffocation. As Celestials, they are also Immune to Petrification. Also immune to Fire, Cold, Electricity, and Acid. Although not immune to starvation and thirst, they can cast Create Food and Water SLA at will, as well as Plane Shift 3/day. Projects an aura of Magic Circle against Evil, which hedges out non-mind affecting attempts to exert control like Magic Jar and Demonic Possession. Can fly 90' with Good maneuverability.
*Feytouched [Fiend Folio] (1 HD): Or, if you can lay your hands on one, an Abomination (www.d20srd.org/srd/epic/monsters/abomination.htm) will also work. Provides Immunity to Mind Affecting. The Abomination is also immune to form-altering attack.
Achieving Ooze Type and its advantages
*As mentioned above, we assume that the Type of the resulting fusion is based on which Type contributes the most HD to the fusion. Hence to make the fusion creature an Ooze, all you have to do is include a bunch of Oozes.
*Since these Oozes are there merely to pad HD, they do not have to be at full strength. If budget is an issue, you can use Simulacrum of Oozes rather than Ice Assassins. (E.g. both Elder Black Puddings (http://www.d20srd.org/srd/monsters/ooze.htm) and Bone Oozes (MM2) have 20 HD. So their Simulacra come with 10 HD and cost 1000 XP/1000 GP)
*Why do we want the Ooze type? Oozes are explicitly immune to Trait Removal [Serpent Kingdoms].
*Also Oozes are one of the very few creatures which can explicitly squeeze through much smaller spaces. Hence, even if the Colossal Blob is stuck in an AMF, it can flow its way out through something as small as a keyhole. (In this regard, Black Puddings are preferable to Bone Oozes, as Bone Oozes can only squeeze through 5x5 spaces as a full round action. However Bone Oozes have a very powerful attack that drains Str/Dex/Con).
*Finally Oozes are explicitly immune to Vorpal Weapons
Secondary Immunities/Abilities
The following creatures provide secondary immunities, and other useful abilities:
*Solar (22 HD) (http://www.d20srd.org/srd/monsters/angel.htm): The main feature here is 20th level Cleric Casting, and Wish as an SLA. Also comes with Change Shape, so that the Blob can disguise itself as humanoid and still fight well (unlike Phasm's Alternate Form, Change Shape allows the Blob to retain the Tarrasque's strength).
*Chronotyryn [Fiend Folio] (17 HD): Sonic Immunity (Monadic Deva blocks all the other energy types). Also has Dual Action, and some very nice SLAs like Greater Teleport at Will, and Time Stop 3/day.
*Nethersight Mastiff (10 HD): Continuous Su True Seeing, Bite is Ghost Touch Weapon vs Incorporeal/Ethereal, Can grapple and drag Ethereal opponents into Material Plane.
*Warblade: Who knows White Raven Tactics (see Miscellaneous Tricks) and Iron Heart Surge (useful for getting rid of everything from AMF/DMZ, to Starvation)
All of the following have to be Supernatural Spells, to overcome the Will O' Wisp Magic Immunity:
Certain
*Supernatural Graymantle: Can shutdown the Blob's regeneration.
*Sertrous [Elder Evils 115] has a Poisoner's Breath that suppresses immunity to poison with no save. This leaves the Blob open to Trollbane, but not Trollbane applied through a weapon (dues to triple weapon damage immunity). This can be combined with Surge of Fortune (to autohit the touch attack) Poison Spell [Drow of the Underdark] using Trollbane [Dungeonscape] as the material component for Supernatural Touch Spells (such as Harm), to get the spell damage to ignore Regeneration.
Uncertain
*Supernatural Ability Rip: Transmutation spell. It is uncertain whether an Abomination's immunity to form-altering attacks will block them. Even if it does not, note that most of their immunities are Ex, so Trait Removal alone should not be able to remove any of them.
*Transcend Mortality: This spell is normally personal range only, but it can be cast on a Blob via Spellguard of the Silvery Moon or Energy Transformation Field. This is one of those unstoppable force meets immovable objects rules collision. Transcend Mortality states:
When the spell ends, you are instantly slain and reduced to a pile of dust (as disintegrate). This effect allows no save and can't be prevented by any means
The second half (can't be prevented by any means), can be interpreted to mean that nothing can prevent the disintegrate effect from occurring (although timeless body (http://www.giantitp.com/forums/showthread.php?121322) might delay it for a while).
Whereas Tarrasque regen states:
The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect.
Can be interpreted as meaning that when the Disintegrate effect DOES occur, the Tarrasque STILL regenerates from it.
Removed
*Supernatural Trait Removal: If you manage to get the Blob's type to be Ooze (via HD padding), it will be immune to Ability Rip.
Infinite/Rapid Self Propagation
If you include a Solar in the Blob, it gains the Wish SLA. It can wish for 25000 gp worth of the materials needed to repair itself, to regain 250 HP.
*Lets say a Blob starts with 8 HP
*With 25000 gp worth of materials, it repairs itself back up to 258 HP
*The Blob pokes itself multiple times, each time halving its HP, and doubling its number
*1st Poke: 2 Blobs with 129 HP
*2nd Poke: 4 Blobs with 64 HP (round down)
*3rd Poke: 8 Blobs with 32 HP
*4th Poke: 16 Blobs with 16 HP
*5th Poke: 32 Blobs with 8 HP
In this way, a single Blob with 8 HP can multiply into 32 Blobs with 8 HP within a day, without requiring any additional resources from you. If given a week, a single Blob can split into ~34,359,738,368 blobs. This is probably more than enough to steamroll over the Nine Hells. If you add time accelerated demiplane shenanigans, it gets even more ridiculous really fast (and if the demiplane starts feeling too small, have some of the Blobs wish for Scrolls of Genesis).
Unlike the usual strategy of chain-gating Solars, chain-splitting Blobs does not run the risk of depleting the upper planes of their most powerful champions.
Infinite Action Loop: Dual Action + White Raven Tactics
For this trick to work, the Blob needs to have a means of reliably recovering White Raven Tactics (either include a Warblade in the Fusion, or you can take a 1 level dip in Warblade after level 9). Once you have both, you can combo this with Chronotyryn Dual Action to effectively get nigh-infinite turns in a round.
Quite simply, in the 2 rounds of apparent action that Dual Action provides, you can spend the first round recovering WRT. Then spend the swift action of the 2nd round to use WRT on yourself, so you can act again at current initiative -1. If it is ruled that White Raven Tactics cannot be used on yourself, this trick still works, but you need 2 blobs to spam WRT on one another. (Note that this only works with Chronotyryn which can take 2 swift actions per round, whereas the Choker's Quickness only lets it use one more standard+move action per round, but not 2 swifts).
The downside to using Ice Assassin is that it is expensive to repair, which in turn limits its Split ability. This is an alternate version of the Blob using Voidmind to retain control, which then allows the Blob to fast heal normally, and Split for free. The downside is that (like the original Emerald Legion) Voidmind control is based off supernatural Dominate, and is suppressed in an AMF (and which *might* be hedged out by Protection from Evil).
Basically you have to be a Mind Flayer who can apply the Voidmind Template. Either start off as one (not advisable due to the LA) or once you are ready to ascend, use the fusion+astral seed trick to make yourself count as one.
Next, you have to accumulate the creatures going into the fusion WITHOUT relying on Ice Assassin. Either hire them, turn them into Voidmind puppets, or use Dominate on creatures not subject to Bribery/Voidmind (The Tarrasque is too big, and Ooze is not a valid type for Voidmind - and you will need to find or make a Sentient Splitting Ooze in order to use Dominate on it).
In addition to the creatures previously listed above, you should include:
*A creature that has fast-healing
*A creature that has Ferocity such as a Boar (http://www.d20srd.org/srd/monsters/boar.htm), so that it can continue to operate even when dying/disabled.
*A Psion (or a creature which casts as a Psion such as an Elder Brain) that can manifest fusion/astral seed.
ENSURE THAT THE PSION IS A VOIDMIND UNDER YOUR CONTROL!
Note that Voidmind comes with immunity to mind-affecting, so you can get rid of the feytouched. (But get an abomination if you can lay your hands on one, as it still provides immunity to form altering attacks).
Have the Psion fuse all the creatures together, and manifest Astral Seed (note that nothing in Fusion says that you can only fuse with one creature at a time). Then, kill the Psion, and it will be reborn from the Astral Seed as a nigh-unkillable monster (codename: Super-Psion). Super-Psion will STILL retain its Voidmind template, and you can hence dominate him at will.
Since none of the input creatures were Ice Assassins, as a result the Super-Psion has NONE of the limitations of the Ice Assassin. It can therefore heal normally and gain XP. And when you poke the Super-Psion, it will split into 2 Super-Psions, and with fast healing it can heal right back up. Let's say that a Super-Psion has Fast Healing 1, and currently has 6 HP. In 6 rounds it will heal back up to 12 HP, after which it can poke itself to split into 2 Super-Psions with 6 HP each. The doubling time with (Fast Healing 1) has dropped to 6 rounds!