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View Full Version : The Graveborn Mold [creature]



Baron Corm
2007-05-02, 09:56 PM
Now, I'm almost positive for some reason that someone else made a creature similar to this one in the past, but evidently I felt the need to make one I liked better. Sorry if I stole your idea whoever, and also sorry if I'm totally hallucinating and no one ever made a creature like this.

Anyway, I haven't made anything creepy in a while, and I felt graveyard adventures needed some spicing up (oh a ghoul pops out of the grave what a surprise), so here's the graveborn mold.

Graveborn Mold
Medium Ooze
Hit Dice: 10d10+50 (105 hp)
Speed: 20 ft. (4 squares), climb 20 ft.
Initiative: -1
Armor Class: 9 (-1 Dex); touch 10; flat-footed 9
Base Attack/Grapple: +7/+8
Attack: Slam +8 melee (1d6+1 plus 2d6 cold)
Full-Attack: Slam +8 melee (1d6+1 plus 2d6 cold)
Space/Reach: 5 ft./15 ft.
Special Attacks: Constrict 1d6+1 plus 2d6 cold, improved grab
Special Qualities: Blindsight 60 ft., ooze traits, death mist, liquid reach, immunity to slashing and piercing, SR 20
Saves: Fort +8 Ref +2 Will +3
Abilities: Str 12, Dex 8, Con 20, Int -, Wis 10, Cha 1
Skills: Climb +9
Feats: -
Environment: Graveyards
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: Any
Level Adjustment: -


Graveborn molds are the result of the natural physical decomposition of corpses. Magic of any sort performed within a graveyard can serve as a spark to begin the process of combining the deceased's body matter into a supernatural creature. This process is completed within 1d12 months of the magic being performed (any spells cast have a 1% chance of starting the process). It is always completed at midnight. The graveborn mold becomes part of the ground once daylight shines on the graveyard, but returns to its ooze form and wanders the cemetary every night at midnight, mindlessly protecting it from those who would defile it. A graveyard which is home to a graveborn mold radiates a faint magic aura. A graveborn mold that is affected by an antimagic field instantly returns to being part of the ground until the next midnight.

Graveborn molds take on an appearance which resembles each body in the graveyard which contributed to making it, except that it is translucent and has no hard body parts. It might even appear to wear armor or clothing, but touching a graveborn mold reveals it to have the consistency of water. A graveborn mold can fit through any space that water could (and thus cannot be held in a grapple or similar situation). When facing a relative of one of its corpse components, the graveborn mold changes in appearance to match that relative's relative. The relative is unaffected by the graveborn mold's death mist and can see through the mist as if it wasn't there. The graveborn mold has no speaking capabilities, but may somehow convey a message from the relative's relative, and loyally guards that relative once peaceful contact is made as long as the relative remains in the graveyard.


Making a Graveborn Mold

The graveborn mold has a number of hit dice equal to the total hit dice of the creatures that went into making it divided by two. It deals cold damage equal to (the creatures' hit dice, rounded to the nearest 10, divided by 10)d6. It has a Strength score equal to the average Strength score of the creatures +2. It has a Dexterity score equal to the average Dexterity score of the creatures -2. It has a Constitution score equal to the average Constitution score of the creatures x2. It always has Int -, Wis 10, and Cha 1. It has a size catagory which represents the majority of the creatures. A size catagory different from Medium causes a +5 foot (increased size catagory) or -5 foot (decreased size catagory) change in base land and climb speeds per catagory. The graveborn mold's slam attack deals 1d6 damage unless he is a size catagory other than medium. The graveborn mold does not gain any of the special abilities of the creatures it is based on. The graveborn mold presented here came from a graveyard filled with twenty first level human commoners.

A graveborn mold has no Intelligence score, and unlike most oozes has no desire to eat. It is nourished by the decomposing energies that remain in the graveyard even after it is formed. In this way, a graveborn mold might advance in hit die or change its ability scores if a new creature is buried in the graveyard. A graveborn mold might also lose hit dice or change its ability scores if one of the corpses in its graveyard is taken away.


Combat

A graveborn mold will attack any who defile its graveyard, especially necromancers and undead. It attacks in the same manner the creatures it is based on might attack if they attacked by smacking their target.

Death Mist (Su)

The graveborn mold emits a blue fog out to a 20-foot radius, 20 feet high, which acts as an ingested poison (Fortitude save DC 20 - DC is Constitution based). The initial damage and secondary damage is (cold damage number divided by 2)d4 points of Constitution and Dexterity damage. This poison also decreases all of an affected creature's movement speeds by 5 feet per two points of ability damage it takes (minimum 0 feet).

The miasma also acts as a fog cloud spell centered on the graveborn mold which cannot be blown away by wind.

Constrict, Improved Grab (Ex)

As a black pudding. The graveborn mold deals his cold damage when constricting.

Liquid Reach (Ex)

Because the graveborn mold is the consistency of water, it can elongate its appendages to attack targets up to 3x its space away. This is already reflected in the above statistics.






Here's a graveborn mold created from three frost giants, just for fun.


Graveborn Mold
Large Ooze
Hit Dice: 21d10+336 (451 hp)
Speed: 25 ft. (5 squares), climb 25 ft.
Initiative: -2
Armor Class: 7 (-1 size, -2 Dex); touch 9; flat-footed 7
Base Attack/Grapple: +15/+29
Attack: Slam +24 melee (1d8+11 plus 4d6 cold)
Full-Attack: Slam +24 melee (1d8+11 plus 4d6 cold)
Space/Reach: 10 ft./30 ft.
Special Attacks: Constrict 1d8+11 plus 4d6 cold, improved grab
Special Qualities: Blindsight 60 ft., ooze traits, death mist, liquid reach, immunity to slashing and piercing, SR 31
Saves: Fort +19 Ref +1 Will +3
Abilities: Str 31, Dex 7, Con 42, Int -, Wis 10, Cha 1
Skills: Climb +18
Feats: -
Environment: Graveyards
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: Any
Level Adjustment: -


Death Mist (Su)

The graveborn mold's poison deals 2d4 points of Constitution and Dexterity damage as initial and secondary damage and has a DC of 36.






And finally, one frost giant buried with six level one human commoners.


Graveborn Mold
Medium Ooze
Hit Dice: 10d10+50 (105 hp)
Speed: 20 ft. (4 squares), climb 20 ft.
Initiative: -2
Armor Class: 8 (-2 Dex); touch 10; flat-footed 8
Base Attack/Grapple: +7/+8
Attack: Slam +9 melee (1d6+2 plus 2d6 cold)
Full-Attack: Slam +9 melee (1d6+2 plus 2d6 cold)
Space/Reach: 5 ft./15 ft.
Special Attacks: Constrict 1d6+2 plus 2d6 cold, improved grab
Special Qualities: Blindsight 60 ft., ooze traits, death mist, liquid reach, immunity to slashing and piercing, SR 20
Saves: Fort +9 Ref +1 Will +3
Abilities: Str 14, Dex 7, Con 22, Int -, Wis 10, Cha 1
Skills: Climb +9
Feats: -
Environment: Graveyards
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: Any
Level Adjustment: -


Death Mist (Su)

The graveborn mold's poison deals 1d4 points of Constitution and Dexterity damage as initial and secondary damage and has a DC of 21.

Matthew
2007-05-14, 09:38 PM
It's a pity this didn't garner any responses. It looks okay to me, if perhaps a bit on the powerful side.

DracoDei
2007-05-15, 11:15 AM
Nice twist. You should include a clerical spell that specifically and intentionally creates one... if you can do it by accident you can do it on purpose, and since it isn't undead it might not be seen as defiling the corpses... and it certainly keeps the grave robbers out while it is on duty, although that is oinly from midnight to sunrise.
Might need to specify how to calculate the CR... Also MIGHT want to put a minimum on the moving speeds... pixie graveyards need guardians who can be a threat too...
Expressly explaining that discerning defilers from non-defilers is an exception to its mindlessness might be good...
Also, if someone decides that their goody two shoes brother really needs to be a ghoul does that keep or negate their partial immunity to the oozes abilities.

How would it react to Sunray, Sunburst etc? Take damage like an Ooze? Sink into the ground for one or more rounds? Both?

Also I can see graveyards blessed with these having horses buried in them to beef it up(do animals work?), or even the corpses of marauding monsters.

Does it always appear back in the same place it left, or what?