Monster: Oblex
Here we have the oblex, an illithid-bred ooze that can create simulacra of creatures whose memories it eats. It's a newcomer that was introduced in Mordenkainen's Tome of Foes for D&D 5e. The spawn in the book reuses an old art for a different creature (graveyard sludge or something).
Oblex [Mordenkainen’s Tome of Foes, page 217]
301 points
Attribute Modifiers: DX+2 (No Manipulators, -40%) [24];
IQ+1 [20]; HT+2 [20].
Secondary
Characteristic Modifiers: SM+2; HP+15 (Size Modifier, -20%) [24]; Basic Move-2 [-10].
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or
Drink [10]; Doesn’t Sleep [20]; Extra-Flexible Arm [5]; High Pain Threshold
[10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No
Blood, No Eyes, No Head, No Neck) [62]; Racial Memory (Active; Memory-drained
victims; Magical, -10%) [36]; Slippery 5 [10].
Eat Memories:
Affliction 1 (Will; Accessibility, Only on living creautres, -10%; Based on
Will, +20%; Disadvantage, Total Amnesia, +25%; Magical, -10%; Malediction 1,
+100%; No Signature, +20%; Variable, +5%) [25].
Ooze Senses
[22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1]
+ Vibration Sense (Air) [10].
Sulfurous Impersonation: Illusion (Accessibility, No more than 3 instances of memory-drained
victims, -30%; Area Effect, 32 yards, +200%; Cosmic, Considered to be part of
the body, +50%; Extended, Touch, +20%; Initiative, +100%; Magical, -10%; Nuisance
Effect, Tethered, -10%; Nuisance Effect, Sulfuric Smell, -5%) [104].
Spell-Like Abilities (Alternative Abilities) [89]:
Borrow Language [13/5=3];
Color Spray [31/5=7];
Mind-Reading [26/5=6];
Suggestion [73].
Disadvantages: Blindness [-50]; Dependency (Stolen
Memories; Occasional; Monthly) [-20]; Horizontal [-10]; Invertebrate [-20]; Mute
[-25]; No Fine Manipulators [-30]; One Arm [-10]; Pyrophobia (6) [-10]; Social Stigma (Monster) [-15]; Vulnerability (Fire, x2) [-30].
Features: No Legs (Slithers).
Notes: Size 7 hexes; Weight 700 lbs.
Creature Type: Ooze.
Knowing Your Own Strength [307]
Replace HP+15 (Size Modifier, -20%) [24] with
HP+15 [30]
|
Typical Stats – Oblex
Spawn
ST:
|
5
|
HP:
|
10
|
Speed:
|
6
|
DX:
|
12
|
Will:
|
10
|
Move:
|
4 land
|
IQ:
|
10
|
Per:
|
10
|
||
HT:
|
12
|
FP:
|
12
|
SM:
|
-1
|
Dodge:
|
9
|
Parry:
|
9 (unarmed)
|
DR:
|
-
|
Pseudopod (12): thrust 1d-5 crushing (KYOS: 1d-5 crushing), Reach C.
Eat Memories:
The oblex can wipe out the last few minutes from a living creature’s memory. If
it wins a Quick Contest of Will (-1 per yard of distance), the victim forgets
everything that’s happened for minutes equal to the oblex’s margin of victory. The
oblex can always scale this back if it wishes. Hypnotism, Psychology, Mental
Surgery, etc., can restore the lost memories.
Ooze Senses:
An ooze’s entire body is a primitive sensory organ that can ascertain prey by
scent and vibration. It uses standard range penalties instead of a -1/yard
penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls
(Sense roll 16). Its smell operates both in air and underwater. In addition,
the ooze can detect vibrations in the air. It can locate prey in the dark, but
cannot detect details. To use Vibration Sense, the ooze must make a Sense roll
(11). Consult the Size and Speed/Range
Table (p. B550) and apply separate
bonuses for the target’s size and speed, and a penalty for the range to the
target. Wind will generate “noise” that interferes with this sense. Find the
speed of the wind on the table and assess the relevant speed penalty. A
successful roll reveals the rough size, location, speed, and direction of
movement of the target, allowing the ooze to move to it.
Traits:
Blindness; Dependency (Stolen Memories; Occasional; Monthly); Doesn’t Breathe; Doesn’t
Eat or Drink; Doesn’t Sleep; Extra-Flexible Arm; High Pain Threshold;
Horizontal; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No
Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Fine Manipulators; Pyrophobia (6); Racial Memory (Active; Memory-drained victims;
Magical); Slippery 5; Social Stigma (Monster); Vulnerability (Fire, x2).
Skills: Acting-12.
Notes: Weight 60 lbs.
Creature Type: Ooze.
Typical Stats – Adult Oblex
ST:
|
10
|
HP:
|
35
|
Speed:
|
6
|
DX:
|
12
|
Will:
|
11
|
Move:
|
4 land
|
IQ:
|
11
|
Per:
|
11
|
||
HT:
|
12
|
FP:
|
12
|
SM:
|
-1
|
Dodge:
|
9
|
Parry:
|
9 (unarmed)
|
DR:
|
-
|
Pseudopod (12): thrust 1d-3 crushing, Reach C-1.
Eat Memories:
The oblex can wipe out the last few minutes from a living creature’s memory. If
it wins a Quick Contest of Will (-1 per yard of distance), the victim forgets
everything that’s happened for minutes equal to the oblex’s margin of victory. The
oblex can always scale this back if it wishes. Hypnotism, Psychology, Mental
Surgery, etc., can restore the lost memories.
Ooze Senses:
An ooze’s entire body is a primitive sensory organ that can ascertain prey by
scent and vibration. It uses standard range penalties instead of a -1/yard
penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls
(Sense roll 16). Its smell operates both in air and underwater. In addition,
the ooze can detect vibrations in the air. It can locate prey in the dark, but
cannot detect details. To use Vibration Sense, the ooze must make a Sense roll
(11). Consult the Size and Speed/Range
Table (p. B550) and apply separate
bonuses for the target’s size and speed, and a penalty for the range to the
target. Wind will generate “noise” that interferes with this sense. Find the
speed of the wind on the table and assess the relevant speed penalty. A
successful roll reveals the rough size, location, speed, and direction of
movement of the target, allowing the ooze to move to it.
Sulfurous Impersonation: With a Concentrate maneuver, the oblex can extrude a piece of itself
that assumes the appearance of one creature whose memories it has stolen. This
simulacrum appears, feels, and sounds exactly like the creature it
impersonates, though it smells faintly of sulfur. The simulacrum is an
illusion, so it cannot interact with physical objects despite creating the
sensations of touch.
Roll a Quick Contest of IQ against
the Perception of anyone in a position to notice this illusion. To save time,
the GM can roll just once for hordes of foes with the same Per. If the oblex
wins, the illusion seems real to that individual. Roll a new Quick Contest when
someone already fooled suddenly changes how he’s interacting with the illusion;
e.g., he attacks it. The victim gets +4 if someone who knows about the illusion
warns him, or if the oblex critically fails in a Quick Contest against someone else.
He gets +10 if the oblex creates the illusion unsubtly and in plain sight, or
if he examines the illusion with a sense it can’t deceive.
The oblex can impersonate up to 3
different creatures, each one tethered to its body by a strand of slime that
can extend up to 32 yards away. For all practical purposes, the simulacrum is
the oblex, meaning that the oblex occupies its space and the simulacrum's space
simultaneously. The slimy tether is immune to damage, but it is severed if
there is no opening at least 1 inch wide between the oblex's main body and the
simulacrum. The simulacrum disappears if the tether is severed.
The oblex doesn’t need to concentrate
to maintain his simulacra. Once it has created them, it can hand off control to
its subconscious. Independent illusions have a semblance of free will. They can
converse and move freely within the area of effect as if they had the oblex’s
DX, IQ, and skills. Treat these simulacra as insubstantial NPCs who are
completely loyal to the oblex, except that they don’t have thoughts and can’t
carry out tasks for it – they simply react to their environment. Active
concentration can make them behave in a controlled fashion.
Spell-Like Abilities (Alternative Abilities):
Color Spray (12);
Mind-Reading (11);
Suggestion (11).
Traits:
Blindness; Dependency (Stolen Memories; Occasional; Monthly); Doesn’t Breathe; Doesn’t
Eat or Drink; Doesn’t Sleep; Extra-Flexible Arm; High Pain Threshold;
Horizontal; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No
Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Fine Manipulators; Pyrophobia (6); Racial Memory (Active; Memory-drained victims;
Magical); Slippery 5; Social Stigma (Monster); Vulnerability (Fire, x2).
Skills: Acting-14;
Artist (Illusion)-14; Innate Attack (Beam)-12.
Notes: Size 7 hexes; Weight 700 lbs.
Creature Type: Ooze.
Typical Stats – Elder Oblex
ST:
|
18
|
HP:
|
65
|
Speed:
|
6
|
DX:
|
12
|
Will:
|
14
|
Move:
|
4 land
|
IQ:
|
14
|
Per:
|
14
|
||
HT:
|
12
|
FP:
|
12
|
SM:
|
+4
|
Dodge:
|
9
|
Parry:
|
9 (unarmed)
|
DR:
|
-
|
Pseudopod (12): thrust 1d+1 crushing (KYOS: 2d+1 crushing), Reach C-3.
Eat Memories:
The oblex can wipe out the last few minutes from a living creature’s memory. If
it wins a Quick Contest of Will (use normal range penalties), the victim
forgets everything that’s happened for minutes equal to the oblex’s margin of
victory. The oblex can always scale this back if it wishes. Hypnotism,
Psychology, Mental Surgery, etc., can restore the lost memories.
Ooze Senses:
An ooze’s entire body is a primitive sensory organ that can ascertain prey by
scent and vibration. It uses standard range penalties instead of a -1/yard
penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls
(Sense roll 19). Its smell operates both in air and underwater. In addition,
the ooze can detect vibrations in the air. It can locate prey in the dark, but
cannot detect details. To use Vibration Sense, the ooze must make a Sense roll
(14). Consult the Size and Speed/Range
Table (p. B550) and apply separate
bonuses for the target’s size and speed, and a penalty for the range to the
target. Wind will generate “noise” that interferes with this sense. Find the
speed of the wind on the table and assess the relevant speed penalty. A
successful roll reveals the rough size, location, speed, and direction of
movement of the target, allowing the ooze to move to it.
Sulfurous Impersonation: With a Concentrate maneuver, the oblex can extrude a piece of itself
that assumes the appearance of one creature whose memories it has stolen. This
simulacrum appears, feels, and sounds exactly like the creature it
impersonates, though it smells faintly of sulfur. The simulacrum is an
illusion, so it cannot interact with physical objects despite creating the
sensations of touch.
Roll a Quick Contest of IQ against
the Perception of anyone in a position to notice this illusion. To save time,
the GM can roll just once for hordes of foes with the same Per. If the oblex
wins, the illusion seems real to that individual. Roll a new Quick Contest when
someone already fooled suddenly changes how he’s interacting with the illusion;
e.g., he attacks it. The victim gets +4 if someone who knows about the illusion
warns him, or if the oblex critically fails in a Quick Contest against someone else.
He gets +10 if the oblex creates the illusion unsubtly and in plain sight, or
if he examines the illusion with a sense it can’t deceive.
The oblex can impersonate up to 8
different creatures, each one tethered to its body by a strand of slime that
can extend up to 32 yards away. For all practical purposes, the simulacrum is
the oblex, meaning that the oblex occupies its space and the simulacrum's space
simultaneously. The slimy tether is immune to damage, but it is severed if
there is no opening at least 1 inch wide between the oblex's main body and the
simulacrum. The simulacrum disappears if the tether is severed.
The oblex doesn’t need to concentrate
to maintain his simulacra. Once it has created them, it can hand off control to
its subconscious. Independent illusions have a semblance of free will. They can
converse and move freely within the area of effect as if they had the oblex’s
DX, IQ, and skills. Treat these simulacra as insubstantial NPCs who are
completely loyal to the oblex, except that they don’t have thoughts and can’t
carry out tasks for it – they simply react to their environment. Active
concentration can make them behave in a controlled fashion.
Spell-Like Abilities (Alternative Abilities):
Color Spray (14);
Dimension Door (14);
Mind-Reading (14);
Suggestion (14);
Terror 1 (14)
– see GURPS Thaumatology: Sorcery, p.
22.
Traits:
Blindness; Dependency (Stolen Memories; Occasional; Monthly); Doesn’t Breathe; Doesn’t
Eat or Drink; Doesn’t Sleep; Extra-Flexible Arm; High Pain Threshold;
Horizontal; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No
Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Fine Manipulators; Pyrophobia (6); Racial Memory (Active; Memory-drained victims;
Magical); Slippery 5; Social Stigma (Monster); Vulnerability (Fire, x2).
Skills: Acting-16;
Artist (Illusion)-16; Innate Attack (Beam)-14; Innate Attack (Gaze)-14.
Notes: Size 15 hexes; Weight 2,700 lbs.
Creature Type: Ooze.
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