Fluidic Creature

From Epic Path
Jump to navigation Jump to search
Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Fluidic Creature Pattern (+2 CR)

Subtype: add Fluidic to subtypes


Fluidic Creature is a pattern that can be added to any creature to turn them into goo, or perhaps, cover them in a layer of slime. The goo may be mucus, ectoplasm, ichor, slime, heck, even grape jelly, depending upon the tastes of the GM and the requirements of the story. In all cases, their altered state (or layer of gunk) give such creatures considerable benefits and powers, such as a repulsive flexibility of form, immunity to critical attacks, ability to pour fluid into the breathing passages of enemies, and various other useful abilities.

Their fluid state may originate from dark worship, some eerie alliance with slimes and jellies, the gifts of weird mages and sorcerers, or they may simply be born that way. Indeed, entire ecosystems of fluidic creatures may exist in partnership with slimes and molds and jellies and oozes in dark corners of the world. The fluid can be ectoplasm, in which case the fluidic creatures can form alliances with ghosts and spectres, or it could be lava, in which case they should probably also get the Searing pattern and form alliances with Fire Elementals and Fire Giants, etc, etc, etc.

The GM may state that such creatures possess a device which is allowing this ability, or they have a 'buff' cast by some Mage, or a terrible, repulsive gift from some dark source. GM's may use this to signify membership in some cult, military, tribe, or secret society, and use this Pattern as a story element. The possiblities are manyfold!

Fluidic Creatures are durable, have weird movement capabilities, and can inflict strange damage, which can make for interesting battles in which the players must adapt to their foes showing up in odd places, and attacking in weird and potent ways. Keep those players alert!

This dangerous creature seems weirdly flexible and almost...liquid.

General

Init: +1 CRs greater than base creature.
Ambush Chance: -2 (better at ambushes)
Senses:
Perception: +1 CRs greater than base creature.
Movement Types:

Defense

AC: +1 CRs greater than base creature.
Maneuver Defense: +2 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Fort: +1 CRs greater than base creature.
Refl: +2 CRs greater than base creature.
Will: +1 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / Creature's reach increases by 5 ft.
To-Hits: +2 CRs greater than base creature.
Damage: +2 CRs greater than base creature.
Maneuver Offense: +1 CRs greater than base creature.
Save DC's: +2 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int:     Wis:     Cha:
Feats:
Skills:
  • creature adds +2 CRs to all of its existing skills.
Languages:

Special Abilities

Fluid Form (Su; Fluidic Creature Pattern)

A Fluidic Creature gains many powers and innate abilties.
  • Their form can stretch and shift with ease and may become slightly transparent, as if composed of or coated with some liquid. This transparency is not enough to grant partial concealment.
  • The Fluidic Creature is Immune to critical hits, taking only normal damage from such blows. Such devastating strikes have no place to inflict their additional harm.
  • The Fluidic Creature has their melee reach increase by 5 feet, as their limbs or other palps stretch and writhe most disturbingly.
  • The Fluidic Creature can pass through small holes or narrow openings, and take no penalties from Squeezing. This allows them to ignore most doors and windows for purposes of movement, or pour themselves into a non-air-tight chest to examine whats inside, or spring an ambush on the next curious adventurer, or a myriad of other useful effects. The GM adjudicates all unusual circumstances.
  • The Fluidic Creature may choose to change their damage type with any or all of their attacks to winded (physical, uncommon) damage, as they pour portions of their weapons or limbs or tentacles into the breathing passages of enemies in battle.