Psionic Bestiary07/25/2003


Living Ferroplasm



Living Ferroplasm
Large Ooze
Hit Dice: 13d10+39 (110 hp)
Initiative: +5
Speed: 10 ft. (2 squares), climb 5 ft.
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack: +9/+17
Attack: Slam +13 melee (1d6+6/19-20)
Full Attack: Slam +13 melee (1d6+6/19-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Frightful presence, psionics, Wisdom damage
Special Qualities: Alternate forms, blindsight 60 ft., DR 10/--, darkvision 60 ft., ooze traits
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 18, Dex 13, Con 16, Int 8, Wis 9, Cha 15
Skills: Climb +22, Hide +9, Move Silently +11
Feats: Dodge, Improved Critical (slam),Improved Initiative, Mobility, Weapon Focus (slam)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 14-17 HD (Large); 17-33 HD (Huge); 34-65 HD (Gargantuan)
Level Adjustment: --

Living ferroplasm, in its natural state, appears as a large pool of quicksilver around 12 feet in diameter. It normally gives off a faint, lavender glow, though this can be suppressed when needed. Living ferroplasm feeds off psionic energy and they are not known to communicate.

COMBAT

Living ferroplasms usually attack only if they detect psionic activity. They use both physical attacks and psionics to overcome their prey. They are quick to flee, though, when incapacitated physically or when reduced to less than half hit points.

Frightful Presence (Ex): The sight of the living ferroplasm changing forms is unsettling to those who witness it. Anyone within 30 feet when it changes must make a Will save (DC 18) or become shaken for 5d6 rounds (-2 morale penalty, see Chapter 8 of the Dungeon Master's Guide). Those with equal or greater Hit Dice or levels than the living ferroplasm automatically make their save.

Psionics (Sp): At will -- chameleon, demoralize (Will save DC 11), detect psionics, negate psionics; 3/day -- planeshift (Will save DC 21).These abilities are manifested as an 18th-level psion.

Attack/Defense Modes (Sp): At will -- mind thrust, ego whip/mental barrier.

Wisdom Damage (Su): Any successful attack made by the living ferroplasm causes 1d4 points of temporary Wisdom damage. Any creature reduced to Wisdom 0 withdraws into a deep sleep filled with nightmares and is helpless.

Alternate Forms (Su): As noted, living ferroplasm is usually found in its ooze state. It typically has two other forms, though rare tomes speak of these creatures as being capable of countless others. The two typical alternate forms are that of a bipedal humanoid and something akin to a spider. Changing forms is a standard action.

Ooze Traits: An ooze is blind (blindsight 60 ft.) and immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. It is immune to poison, sleep effects, paralysis, stunning, and polymorphing. It is not subject to critical hits or flanking.

Humanoid Form:

The humanoid form is basically featureless, and this is the form it prefers for combat. Its height is usually the same as its diameter when in ooze form, putting it at about 12 feet tall. It attacks by extending its "arms" out, striking rapidly. Typically, these are bludgeoning attacks, but it reshapes its "hands" to do piercing or slashing damage as it deems appropriate. While in humanoid form, it has the following changes to its profile:

Speed: 30 ft. (6 squares), climb 15 ft.
Base Attack: +9/+17
Attack: Slam +13 melee (1d6+4/19-20)
Full Attack: 2 slams +13 melee (1d6+4/19-20)

Spider Form:

The spider form is used mostly for mobility and basically looks like an eight-legged metal ball with a whiplike appendage protruding from the top. It uses the whip to make a single slam attack. While in spider form, it has the following changes to its profile:

Speed: 50 ft. (10 squares), climb 25 ft.
Base Attack: +9/+17
Attack: Slam +13 melee (1d3+4/19-20)
Full Attack: Slam +13 melee (1d3+4/19-20)

Skills: The living ferroplasmreceives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. The living ferroplasm also has a +8 bonus on Hide and Move Silently checks.

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