Fluidic Creature

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'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!

A Fluidic Creature uses all of the base creature's statistics and abilities except as noted below.

CR (challenge rating)

Same as base creature +2.

Size and Type

The creature's Size does not change. Its Type remains the same but it gains the subtype Fluidic.

Initiative Modifier

The creature's initiative modifier increases by +3.

Senses

All senses such as scent, tremorsense, keen hearing, etc are unchanged. A Fluidic Creature gains +3 on Perception skill rolls.

Armor Class

Fluidic Creatures gain +3 AC.

Hit Dice

Fluidic Creatures gain +3 hp per Hit Die of their adjusted CR.

Defensive Ability

Fluid Form (Su): 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. Such devastating strikes have no place to inflict their additional harm.
* The Fluidic Creature has their melee reach increase by 10 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.

The Fluidic Creature also gains the following abilities, which may be added to their Bestiary entry:

Aura: - Same as Base Creature

SR: - Same as Base Creature

Special Defenses: Same as Base Creature

  • Fluidic Creatures gain a +3 untyped bonus on all Saving Throws.

Immunities: Same as Base Creature.

Weaknesses: Same as Base Creature

Out of Combat

Same as Base Creature.

Speed

A Fluidic Creatures base speed improves by ten feet in all movement categories it has.

Melee Attacks

The Fluidic Creature retains all the base creature's attacks . It gains a +2 untyped bonus to-hit with all attacks.

Damage

The Fluidic Creature does the same damage and effects as the base creature. It gains a +3 untyped bonus to all damage it inflicts, and all DC's are raised by +2.

Space and Reach

No Changes.

Offensive Ability

No Changes.

Ability Scores

No Changes.

Maneuver Offense and Maneuver Defense

The Fluidic Creature gains a +1 circumstance bonus to Maneuver Offense rolls and a +3 circumstance bonus to Maneuver Defense rolls.

Feats

Optionally, add one non-combat oriented feat, for flavor. Or just wing it! DM fiat is a wonderful thing.

Skills

Optionally, add one skill at CR+10.