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Metamorph

Metamorph
“Forbidden World Tribute” © Dave Melvin. Accessed at his deviantArt page here

This thing is covered in black carapace and has a toothy, shark-like head embedded in a mass of tentacles and clawed limbs.

Taken from Creature Codex

A metamorph is an abominable creature created out of the best of intentions—the desire to feed the world. The first metamorph was born in an experiment wherein alchemists combined various types of oozes with plant and human vital essence. The intent was to create a self-sufficient, self-feeding food source perfectly attuned to human nutritional needs. The result was a ravenous monster capable of creating said food source—a hearty sludge that can survive on nothing more than air—by transforming living creatures through its powerful poison. Its own body could shift and warp as needed to meet any challenge presented to it.

The metamorph was originally a unique individual, but after escaping from its captors it reproduced asexually, spreading from a single point throughout the world and eventually traveling to other planes. The ultimate goal of every metamorph is to convert as many creatures as possible into food goo, creating a “farm” for itself from dozens or hundreds of victims. Metamorphs claim that every goo has a unique flavor based on the source material, and seek out unusual creatures to convert into nutrient-rich slime. Although they are supremely intelligent, metamorphs are also extremely antisocial, viewing all creatures as food, enemies or threats. They are cautiously wary of creatures immune to poison, and may ally with powerful chaotic creatures such as demons, but they are vigilant to the point of paranoia to the threat of betrayal.

In combat, a metamorph brings its combination of intelligence and physical might to bear, crushing opposition under a withering assault of natural attacks. It seeks to bite as many opponents as possible, using Whirlwind Attack if surrounded, in order to spread its venom and make more food-globs. Its body naturally reacts to threatening weapons and energy types, and it can transform itself more purposefully to fit its needs—popular evolutions it bestows on itself with its morphic surge include flight, a breath weapon, spell resistance or simply more natural weapons. The greatest weakness a metamorph has, ironically, is also biological in nature. If infected with a disease, the metamorph’s cells react by rapidly transforming themselves into more diseased tissue. An infected metamorph will often die dramatically and messily as its own body betrays it.

Metamorph        CR 16

XP 76,600

CE Large aberration

Init +11; Senses blindsense 30 ft., darkvision 60 ft., Perception +28

Defense

AC 31, touch 17, flat-footed 23 (-1 size, + 7 Dex, +14 natural, +1 dodge)
hp 250(20d8+160); fast healing 10
Fort +14, Ref +13, Will +17; -4 vs. disease

Defensive Abilities adaptive resistance, fortification (50%)
Vulnerable disease

Offense

Speed 30 ft., climb 20 ft., burrow 20 ft.

Melee bite +22 (2d6+8 plus poison/19-20×2), 2 claws +22 (1d8+8), 4 tentacles +20 (1d6+4 plus grab)

Space 10 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Abilities constrict (1d6+12), overcome defenses

Spell-like Abilities CL 20th, concentration +25

3/day—morphic surge

Statistics

Str 26, Dex 25, Con 26, Int 17, Wis20, Cha 20

Base Atk +15; CMB +24 (+26 trip, +28 grapple); CMD 42 (48 vs. trip)
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Improved Trip, Mobility, Multiattack, Spring Attack, Whirlwind Attack

Skills Acrobatics +30,Climb +29, Escape Artist +30,Intimidate +28, Perception +28, Stealth +26, Survival +28, Swim +21
Languages Aklo, Common, Protean

SQ compression

Ecology

Environment any land and underground

Organization solitary

Treasure standard

Special Abilities

  • Adaptive Resistance (Su)  When a metamorph takes bludgeoning, slashing, or piercing damage, it gains DR 10/adamantine against that damage type starting at the beginning of its next turn. This DR lasts for 1 hour. Additionally, when a metamorph takes hit point damage from a particular type of energy (acid, cold, electricity, fire, or sonic), it gains immunity to that energy type starting at the beginning of its next turn. The metamorph can maintain immunity to only three energy types at once, losing the oldest immunity it has when it takes hit point damage of a fourth energy type. This immunity lasts for 1 hour or until it is replaced with a new immunity.
  • Disease Vulnerability (Ex) A metamorph takes a -4 penalty on all saving throws versus disease. In addition, when it suffers from a disease, the frequency of the disease becomes 1/round. Any round when a metamorph takes damage from a disease, it is also staggered.
  • Morphic Surge (Sp) A metamorph can change its form, adding new abilities as it sees fit. This functions as the greater evolution surge spell, except that it targets the metamorph itself.  The metamorph does not have a maximum number of natural weapons, but it can only have one morphic surge active at a time. This is the equivalent of a 5th level spell.
  • Overcome Defenses (Su) Whenever a metamorph’s natural weapon attacks fail to overcome an opponent’s damage reduction, they change to overcome that type of damage reduction. This only functions for damage reduction that is overcome by magic weapons, a material or alignment. A metamorph’s natural weapons can overcome three types of damage reduction at once, losing the oldest type if it strikes an opponent with a fourth form of damage reduction. This ability lasts for one hour or until replaced with a new type of DR overcome.
  • Poison (Ex) Injury—bite; SaveFort DC 28; Frequency1/minute for 10 minutes; Effect2d4 Dex drain; Cure2 saves. A creature that is reduced to 0 Dexterity by this poison is slain. Over the course of 24 hours, its body is transformed into a living mass of undifferentiated protein slime. This transformation can be stopped with any effect that cures disease or poison. A creature so transformed can only be returned to life through the use of a true resurrection, miracle or wish spell. The save DC is Constitution based.
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