Again today's monster seems like the logical choice. There was a similar creature in Ravenloft for AD&D 2nd Ed, but I am going to ignore that one in favor of something a little different.
Doppelgänger, Pod
Medium Plant (Shape-shifter)
Frequency: Very Rare
Number Appearing: 1d6 (2d6)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
Armor Class: 8 [11]
Hit Dice: 6d8+6*** (33 hp)
To Hit AC 0: 10 (+9)
Attacks: 2 claws or by weapon
Damage: 1d6+3 x2 or by weapon+3
Special: Charm, regeneration, shape-shift, telepathic communication, only harmed by fire
Save: Monster 6
Morale: 8 (10)
Treasure Hoard Class: None
XP: 1,250 (OSE) 1,280 (LL)
Str: 18 (+3) Dex: 18 (+3) Con: 14 (+1) Int: 14 (+1) Wis: 14 (+1) Cha: 5 (-2)
The doppelgänger is known and feared by many veteran adventurers, but it is usually a single creature at a time. The Pod Doppelgänger, named for the giant pods they grow out of, is a different sort of danger altogether.
While not related to the common Doppelgänger, these creatures share many of the same characteristics. They use their shape-shifting powers to impersonate others. The pod doppelgänger will lure unsuspecting creatures to where their seed pods lie.
They will attack and attempt to subdue, but not kill, humanoid creatures (humans being their preferred targets). Once they have these humans they will place them into a pod where they are absorbed to feed the mother plant. The pod will reopen 8 hours later and the new doppelgänger will walk out, a perfect copy of the human that was absorbed. They will have their memories, their knowledge, and even combat skills. Doppelgänger cannot cast spells, they do not have the necessary connections to the magic that other living creatures do. Likewise, they cannot lay on hands like a paladin nor Turn Undead as a cleric.
Once someone is copied the pod doppelgänger has all their memories and the original creature will be gone.
The pod doppelgänger has a limited charm ability effective on humans with a save at a bonus of +1. Other species such as elves, dwarves, halflings gain a +2. Goblinoids and orcs and other related creatures gain a +3 to their saves. Pod doppelgängers have a sort of telepathic communication with all others from the same mother plant. Pod doppelgängers regenerate 1 hp per round and can even "come back from the dead" of negative hp.
The only effective way to destroy these creatures is by fire. Damage dealt by fire-based attacks is not regenerated.
Mother Plant: In the pod doppelgänger's lair lives the mother plant. She cannot attack, has an AC of 9, and a number of HD equal to the number of pods she has created (determined by the number appearing in lair). Likewise, only fire can destroy her. Her "children" will defend her to the very end.
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Might need a little more tweaking to make it work a little better. Plus I should add some horror effect when seeing a pod duplicate a person. That can't be a pretty sight.
1 comment:
That's killer.
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