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    Unstable Creature

    This humanoid mass of flesh constantly bubbles and churns.

    Unstable Flesh GolemCR 8

    XP 4,800
    N Large construct
    Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

    AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)
    hp 79 (9d10+30)
    Fort +3, Ref +2, Will +3
    DR 5/adamantine; Immune construct traits, critical hits, magic, petrification, precision damage

    Speed 30 ft.
    Melee 2 slams +13 (2d8+5)
    Space 10 ft.; Reach 10 ft.
    Special Attacks berserk, poison
    Spell-Like Abilities (CL 9th; concentration +4) 3/day—polymorph (self only, form of a Large creature only)

    Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
    Base Atk +9; CMB +15; CMD 24
    Languages none

    Environment any
    Organization solitary or gang (2–4)
    Treasure none

    Berserk (Ex) When an unstable flesh golem enters combat, there is a cumulative 1% chance each round that the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.

    Immunity to Magic (Ex) An unstable flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
    • A magical attack that deals cold or fire damage slows an unstable flesh golem (as the slow spell) for 2d6 rounds (no save).
    • A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An unstable flesh golem gets no saving throw against attacks that deal electricity damage.

    Mercurial Form (Su) An unstable unstable flesh golem has a mercurial form, granting it the poison special attack described below and the compression special quality. As a standard action, the unstable flesh golem can return to its natural form for 1 minute, losing the benefits of the mercurial form ability for that duration.

    Poison (Su) Mercurial Residue: Slam (while in mercurial form)—contact; save Fort DC 14; frequency 1 round; effect 1d4 Dex and 1d4 Wis; cure 1 save.

    Unstable Creature Template
    This creature was created with the following template.

    "Unstable creature" is an acquired or inherent template that can be added to any corporeal creature, hereafter referred to as the base creature. An unstable creature uses all of the base creature's statistics except as described below.

    Challenge Rating If the base creature doesn't have the poison special attack, its CR increases by +1.

    Type The base creature gains the shapechanger subtype.

    Immunity The base creature gains immunity to critical hits, paralysis, petrification, poison, precision damage, and stunning.

    Spell-Like Abilities The base creature gains polymorph (self only) as a spell-like ability usable three times per day (CL equals the base creature's HD). The base creature can only use this ability to assume the form of a creature with the same size category as itself.

    Special Abilities The base creature gains the mercurial form special quality and the poison special attack described below.

    Mercurial Form (Su) An unstable creature has a mercurial form. In mercurial form, the creature loses any natural attack that isn't a slam attack and gains one additional slam attack per natural weapon lost (to a minimum one slam attack). All slam attacks gained in this manner deal damage appropriate to the creature's size, and all of its slam attacks while in mercurial form gain the poison special attack described below. While in mercurial form, the creature also gains the compression special quality. As a standard action, the unstable creature can return to its natural form for 1 minute, losing the benefits and hindrances of the mercurial form ability for that duration.

    Poison (Su) When in mercurial form, an unstable creature produces mercurial residue, a supernatural poison that warps the bodies and minds of affected creatures. Mercurial Residue: Slam—contact; save Fort DC 10 + 1/2 the base creature's Hit Dice + the base creature's Constitution modifier; frequency 1 round; effect 1d2 Dex and 1d2 Wis; cure 1 save. If the base creature has at least 4 HD, the effect increases to 1d3 Dex and 1d3 Wis. If it has at least 8 HD, the effect instead increases to 1d4 Dex and 1d4 Wis. If it has at least 12 HD, the effect increases to 1d6 Dex and 1d6 Wis. If if has at least 16 HD, the effect increases to 1d8 Dex and 1d8 Wis.

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