Bodythief
Plants of frightfully advanced intellect, bodythieves cannot abide the irrationalities of other intelligent life, particularly emotions. They seek to create a world of perfect order by replacing other life forms with nearly perfect duplicates spawned by the bodythief itself. Indeed, these duplicates improve on the originals, as they can communicate telepathically with the bodythief, and they lack wasteful emotions. Individual bodythieves vary as to their specific plans for building a perfect society of duplicates. A common, though recognized, flaw in their plans is the infertility of their duplicates. To maintain a stable society, the bodythieves must capture creatures to replace the inevitable loss of healthy duplicates.
Bodythieves are nearly immobile, though they can drag themselves along with their vines in extremis. When they must move large distances, they enlist the aid of their spawn.
A creature with the pod-spawned template is a duplicate created by the bodythief. It resembles the original and has all its memories, but can't exhibit sincere emotion.
Pod-spawned creatures can't reproduce and remain the same apparent age as their original at the time of replacement.
"Pod-spawned" is an acquired template that can be added to any living creature (referred to hereafter as the base creature).
- HP
- 230 (20d8+140)
- AC
- 26, touch 1, flat-footed 26 (–5 Dex, +25 natural, –4 size)
- Speed
- 5 ft.
- Init
- –1
- Melee
- bite +23 (2d8+12 plus grab), 4 tentacles +21 (1d8+6 plus grab)
- Space
- 20 ft.
- Reach
- 20 ft. (40 ft. with tentacles)
- BAB
- +15
- CMB
- +31 (+35 disarm, +35 grapple, +33 trip)
- CMD
- 38 (40 vs. disarm, can't be tripped)
- Fort
- +19
- Ref
- +1
- Will
- +11
- Defensive Abilities
- vexing vines
- Racial Modifiers
- +5 Disguise
breath weapon (80-ft. line, 12d6 acid damage, Reflex DC 27 half, usable every 1d4 rounds)
swallow whole (4d6 acid damage plus absorb essence; AC 22, 23 hp)
Transfer — A bodythief can transfer a creature grappled with a tentacle to its mouth with a move action and a successful grapple combat maneuver check.
Spawn Pod Creature — Once a bodythief has absorbed the life essence of a Large or smaller creature, it can begin growing a duplicate of that creature as a free action. Growing a Tiny or smaller duplicate takes 1 round, a Small duplicate 3 rounds, a Medium duplicate 5 rounds, and a Large duplicate 10 rounds. Duplicates are identical to the creature whose life essence has been devoured, but they gain the pod creature template. They closely resemble the original creature and retain all its memories. The newly created spawn has none of the original creature's equipment, though the bodythief can vomit forth any surviving swallowed gear as a move action. As the duplicate hatches, the bodythief makes a Disguise check to determine the resemblance to the original. The duplicate must be grown within 24 hours of the original's digestion, or its essence and memories dissipate. Only a single duplicate can made of any given creature.
Alertness, Combat Expertise, Greater Disarm, Improved Disarm, Improved Initiative, Improved Iron Will, Improved Trip, Iron Will, Multiattack, Skill Focus (Knowledge [nature])
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>
<p class="stat-block-1"> You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. </p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
Disguise +27, Knowledge (geography, history, local, nobility) +20, Knowledge (nature) +31, Perception +30, Sense Motive +27
- Type
- Plant
- Alignment
- LE
- Size
- Gargantuan
- Environment
- temperate or warm forests
- Organization
- solitary
- Treasure
- double standard
- Senses
- low-light vision; Perception +30
- Languages
- Common, Dwarven, Elven, Orc, Sylvan (can't speak any language); telepathy 1,000 ft. (with spawn only)
- Source
- Bestiary 4
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Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Expertise (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Greater Disarm (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Disarm (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Trip (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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