Vote closed.

Had a headache but it's cleared up now.
Adhoc vote count started by DragonParadox on Mar 24, 2020 at 6:44 AM, finished with 25 posts and 11 votes.
 
Necrotic Molds
@Goldfish, your feedback would be appreciated.
This is the mostly final batch of murderous mold monsters.



Necrotic Mold
This writhing black mass of slime moves with surprising speed, crawling along the ground while looking for a new host. When it latches onto a creature, it's shape splits into distinct, vein-like tentacles that dig into the flesh of it's victim and control it's body like a puppet. Often they infest undead creatures where the signs of their presence is easily missed in the hosts decaying flesh. When their host is slain, they often remain in it for a while, hoping to ambush anyone who approaches the corpse.
Necrotic Mold; CR 2
Bonewrought Willow; CR 3
+ Amalgam Creature (Mindslaver Mold); CR +2
+ Size -2 (Large -> Small); CR -2

Neutral Evil Small plant (extraplanar)
Init +7; Senses low-light vision, spiritsense

DEFENSE
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 32 (5d8 + 5)
Fort +8, Ref +2, Will +2
Defensive Abilities negative energy affinity, acoidance;
DR 5/bludgeoning;
Immune death effects, disease, energy drain, exhaustion, fatigue, nonlethal damage, plant traits, cold;
Resist electricity 10, acid 10;
SR 11 + 3 (CR) = 14

OFFENSE
Speed 30 ft., climb 5 ft.
Melee slam +1 (1d6-3)
Ranged spore pod +7 touch (spores)
Special Attacks bonerattle, infestation, spores

STATISTICS
Str 4, Dex 16, Con 12, Int 10, Wis 12, Cha 15
Base Atk +3
Feats Improved Initiative, Improved Unarmed Strike, Improved Grapple
Skills Survival +8, Intimidate +2; Racial Modifiers +8 Intimidate
Languages Aklo, Common, Sylvan (can't speak any language); mold mindlink
Skills (10)
Intimidate: 2 + 2 (CHA) + 8 (Racial) = 12
Survival: 8 + 1 (WIS) = 9
Racial Modifiers +8 Intimidate

SPECIAL ABILITIES
Avoidance (Ex)
When a Necrotic Mold is infesting a host and would be hit by an attack, it can make a Reflex save as an immediate action. If the mold succeeds, the attack doesn't harm it and instead harms the infested creature - the mold effectively slithers out of the way of the incoming attack so that the blow strikes the creature it controls. The Necrotic Mold must choose to attempt avoidance after the attack roll is resolved but before damage is rolled.

Bonerattle (Su)
As a standard action, a Necrotic Mold can grind against itself to produce an eerie screeching sound and attempt a single Intimidate check to demoralize all creatures within 60 feet who can hear it.

Spiritsense (Su)
A Necrotic Mold can notice, locate, and distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things that are not creatures.

Infestation (Ex)
A Necrotic Mold can climb onto and attach itself to a willing or helpless host as a full-round action that provokes attacks of opportunity. As long as the mold infests its host, the mold shares the same 5-foot square with its host's space; this does not negatively impact the host or the mold. An implanted Necrotic Mold's mass infiltrates the host's nervous system, controlling the host as dominate person, even if the host would normally be not affected by this spell. This control is not prevented by protection from evil or similar effects, nor does the host receive saving throws to resist control. Each day, an attached Necrotic Mold deals 1d4 points of damage to its host as it feeds on the host's blood, other bodily fluids or other matter that makes up it's body. A Necrotic Mold can be torn free of a host with a successful DC 15 Strength check as a standard action—doing so deals 2d6 points of damage to the host as the mold's tendrils tear free. A dead Necrotic Mold deals no damage in this way. The mold is in complete control of the hosts body and can use all it's senses and abilities as if it were his own. Furthermore, if the mold has gained spellcasting abilities in some fashion it can deliver Touch spells through the host body as if it were it's own and the target the host with spells that have a range of Self.

Mold Mindlink (Su)
A Necrotic Mold can communicate telepathically with any other Necrotic Molds within 10 miles, and knows the condition of all other Necrotic Molds in this area as if it had a status spell in effect on all other molds.

Spore Pod (Ex)
A Necrotic Mold can launch a spore pod the size of a sling bullet. This is a ranged touch attack that has a range increment of 20 feet.

Spores (Su)
Whenever a Necrotic Mold hits a creature with its spore pod, or whenever a creature touches a Necrotic Mold (including when a creature hits the mold with a touch attack, unarmed strike, or natural attack), the creature must succeed at a DC 13 Fortitude save or take 1d4 points of Wisdom damage as the mold's spores swiftly drain away the victim's willpower and sense of self. The save DC is Constitution-based.

Blood Clot Mold
This mold, an off-shot of the Necrotic Mold that was infused with arcane powers by blood magical rituals, takes it's name from it's mottled red and slimy appearance that many liken to coagulated blood. While they are physically not much more dangerous then their lesser brethren, their spell casting makes them very dangerous foes.
Blood Clot Mold; CR 10
Bonewrought Willow; CR 3
+ Amalgam Creature (Mindslaver Mold); CR +2
+ Size -2 (Large -> Small); CR -2
+ Advanced; CR +1
+ Sorcerer Creature; CR +2
+ Blood Magic Creature; CR +2
+ 8 HD; CR +2
+ Aquatic Creature; CR +0

Neutral Evil Small plant (extraplanar, amphibious)
Init +9; Senses low-light vision, spiritsense

DEFENSE
AC 20, touch 16, flat-footed 15 (+5 Dex, +4 natural, +1 size)
hp 123 (13d8 + 65)
Fort +13, Ref +9, Will +7
Defensive Abilities negative energy affinity, Regeneration (equal to 130 points, this effect costs 6 blood points; Bludgeoning, Fire, and Acid), avoidance;
DR 5/bludgeoning;
Immune death effects, disease, energy drain, exhaustion, fatigue, nonlethal damage, plant traits, cold;
Resist electricity 10, acid 10;
SR 11 + 10 (CR) = 21

OFFENSE
Speed 20 ft., swim 30ft., climb 5 ft.
Melee slam +9 (1d6-1)
Ranged spore pod +15 touch (spores)
Special Attacks bonerattle, infestation, spores

STATISTICS
Str 8, Dex 20, Con 20, Int 18, Wis 16, Cha 27
Base Atk +9
Feats Improved Initiative, Expanded Arcana, Dimensional Agility, Spell Focus (Necromancy), Thanatopic Spell
Languages Aklo, Common, Sylvan (can't speak any language); mold mindlink
Skills (78)
Concentration: 16 + 5 (CON) = 21
Knowledge (Martial): 10 + 3 (WIS) = 13
Knowledge (Religion): 6 + 3 (WIS) = 9
Intimidate: 16 + 8 (CHA) + 8 (Racial) = 32
Ride: 16 + 5 (DEX) = 21
Survival: 14 + 3 (WIS) = 17
Racial Modifiers +8 Intimidate

SPELLCASTING
Caster Level 11
Spell Save 10 + Spell Level + 8 (CHA)

Spells
0th: Arcane Mark, Bleed, Dancing Lights, Detect Magic, Read Magic, Message, Mage Hand, Prestidigitation, Touch of Fatigue - 6/day
1st: Shield, Mage Armor, Ant Haul, True Strike, Chill Touch - 9/day
2nd: Brow Gasher, Spectral Hand, Invisibility, Aboleth's Lung - 9/day
3rd: Fly, Hydrophobia, Dispel Magic - 8/day
4th: Bestow Curse, Enervation, Celerity (EA), Dimension Door (EA) - 7/day
5th: Necrotic Skull Bomb - 5/day
Note: Spend a blood point and the necessary spell-slot to use Smiting Spell

Blood points: 31
Spell-like Abilities (cost Blood Points equal to spell level to cast): Protection From Good, Boiling Blood, Blood Biography, Blood Crow Strike, Blood to Sap, Call of the Bloodstone, Blood to Gold

SPECIAL ABILITIES
Avoidance (Ex)
When a Necrotic Mold is infesting a host and would be hit by an attack, it can make a Reflex save as an immediate action. If the mold succeeds, the attack doesn't harm it and instead harms the infested creature - the mold effectively slithers out of the way of the incoming attack so that the blow strikes the creature it controls. The Necrotic Mold must choose to attempt avoidance after the attack roll is resolved but before damage is rolled.

Bonerattle (Su)
As a standard action, a Necrotic Mold can grind against itself to produce an eerie screeching sound and attempt a single Intimidate check to demoralize all creatures within 60 feet who can hear it.

Spiritsense (Su)
A Necrotic Mold can notice, locate, and distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things that are not creatures.

Infestation (Ex)
A Necrotic Mold can climb onto and attach itself to a willing or helpless host as a full-round action that provokes attacks of opportunity. As long as the mold infests its host, the mold shares the same 5-foot square with its host's space; this does not negatively impact the host or the mold. An implanted Necrotic Mold's mass infiltrates the host's nervous system, controlling the host as dominate person, even if the host would normally be not affected by this spell. This control is not prevented by protection from evil or similar effects, nor does the host receive saving throws to resist control. Each day, an attached Necrotic Mold deals 1d4 points of damage to its host as it feeds on the host's blood, other bodily fluids or other matter that makes up it's body. A Necrotic Mold can be torn free of a host with a successful DC 15 Strength check as a standard action—doing so deals 2d6 points of damage to the host as the mold's tendrils tear free. A dead Necrotic Mold deals no damage in this way. The mold is in complete control of the hosts body and can use all it's senses and abilities as if it were his own. Furthermore, if the mold has gained spellcasting abilities in some fashion it can deliver Touch spells through the host body as if it were it's own and the target the host with spells that have a range of Self.

Mold Mindlink (Su)
A Necrotic Mold can communicate telepathically with any other Necrotic Mold within 10 miles, and knows the condition of all other Necrotic Molds in this area as if it had a status spell in effect on all other molds.

Spore Pod (Ex)
A Necrotic Mold can launch a spore pod the size of a sling bullet. This is a ranged touch attack that has a range increment of 20 feet.

Spores (Su)
Whenever a Necrotic Mold hits a creature with its spore pod, or whenever a creature touches a Necrotic Mold (including when a creature hits the mold with a touch attack, unarmed strike, or natural attack), the creature must succeed at a DC 21 Fortitude save or take 1d4 points of Wisdom damage as the mold's spores swiftly drain away the victim's willpower and sense of self. The save DC is Constitution-based.

Blood Point (Su)
When a blood magic creature inflicts the dead condition upon a non-plant living creature, it gains 1 point in its blood pool. If it kills a creature with blood designated as special (GM adjudication) its blood pool is filled. The maximum number of blood points it can possess in its pool is equal to 10 + its HD + its Cha modifier. Any points above its blood pool's maximum are lost. A blood magic creature can activate this templates special abilities by expending blood points or it can be used to enhance any of the creature's abilities. Spending a blood point is a free action that cannot be used to create the same effect or provide more than one of the benefits listed below in the same round. Spending a blood point grants the creature any of the following benefits:
- +2 to any one d20 roll.
- +2 to the DC of any extrodinary, spell, spell-like or supernatural ability.
- During any round in which a blood magic creature takes a full attack action, it may spend 1 blood point to make an extra attack at his highest base attack bonus. Blood points may be used in this way with both melee and ranged attacks. This does not stack with haste or the speed special weapon ability
- At the beginning of a blood magic creature's turn, it may spend 1 blood point to gain the benefit of a feat it does not have. It must meet the prerequisites of the feat. It gains the benefit until the beginning of his next turn.
- Spellcasters who prepare their spells in advance can spend 1 blood point to recall any spell just cast.

Caustic Blood (Ex)
If an blood magic creature is damaged by a slashing or piercing melee weapon, the wielder must make a Reflex saving throw (DC 10 +1/2 the blood magic creature's HD +it's Con modifier) or suffer 2d6 points of acid damage, a successful save results in half damage.
As an additional effect a blood magic creature can expend one blood point to make the blood toxic as well as acidic. It may select any one poison it is aware of, the DC of the poison is always 10 +1/2 its HD + its Con Modifier. A common choice is listed below
Black Lotus Extract: Type poison (contact); Save Fortitude DC 20 Onset 1 minute; Frequency 1/round for 6 rounds Effect 1d6 Con damage; Cure 2 consecutive saves.

Greater Blood Clot Mold
Strengthened even further by rituals and sacrifices, these mold creatures are apparently no different from regular Blood Clot Molds, but they are vastly more powerful. Equipped with strong magic powers and wielding a mix of deadly spells and cunning illusions to hide themselves, they can easily overwhelm even well prepared foes.
Greater Blood Clot Mold; CR 15
Bonewrought Willow; CR 3
+ Amalgam Creature (Mindslaver Mold); CR +2
+ Size -2 (Large -> Small); CR -2
+ Advanced; CR +1
+ Sorcerer Creature; CR +2
+ Blood Magic Creature; CR +2
+ 12 HD; CR +3
+ Aquatic Creature; CR +0
+ Quickling Creature; CR +3
+ Elite Array; CR +1

Neutral Evil Small plant (extraplanar, amphibious)
Init +16; Senses low-light vision, spiritsense

DEFENSE
AC 28, touch 24, flat-footed 15 (+8 Dex, +5 Dodge, +4 natural, +1 size)
hp 178 (17d8 + 102)
Fort +16, Ref +13, Will +10
Defensive Abilities negative energy affinity, Fast Healing 4, Regeneration (equal to 150 points, this effect costs 6 blood points; Bludgeoning, Fire, and Acid), avoidance;
DR 5/bludgeoning;
Immune death effects, disease, energy drain, exhaustion, fatigue, nonlethal damage, plant traits, cold;
Weaknesses aging vulnerablity, rapid aging;
Resist electricity 10, acid 10;
SR 11 + 15 (CR) = 26

OFFENSE
Speed 80 ft., swim 120ft., climb 20 ft.
Melee slam +12 (1d6-1)
Ranged spore pod +20 touch (spores)
Special Attacks bonerattle, infestation, spores

STATISTICS
Str 8, Dex 26, Con 23, Int 20, Wis 20, Cha 32
Base Atk +12
Feats Improved Initiative, Expanded Arcana, Dimensional Agility, Spell Focus (Necromancy), Thanatopic Spell, Fell Drain, Dodge, Mobility, Quick Draw, Spring Attack
Languages Aklo, Common, Sylvan (can't speak any language); mold mindlink
Skills (119)
Concentration: 20 + 6 (CON) = 22
Knowledge (Arcana): 10 + 5 (WIS) = 15
Knowledge (Martial): 10 + 5 (WIS) = 15
Knowledge (Religion): 10 + 5 (WIS) = 15
Intimidate: 20 + 11 (CHA) + 8 (Racial) = 49
Ride: 20 + 8 (DEX) = 28
Spellcraft: 10 + 5 (INT) = 15
Survival: 19 + 3 (WIS) = 22
Racial Modifiers +8 Intimidate, +10 Acrobatics, +4 Perception

SPELLCASTING
Caster Level 15
Spell Save 10 + Spell Level + 11 (CHA)

Spells
0th: Arcane Mark, Bleed, Dancing Lights, Detect Magic, Read Magic, Message, Mage Hand, Prestidigitation, Touch of Fatigue - 6/day
1st: Shield, Mage Armor, Ant Haul, True Strike, Chill Touch - 9/day
2nd: Brow Gasher, Spectral Hand, Invisibility, Aboleth's Lung, 1 Spell - 9/day
3rd: Fly, Hydrophobia, Dispel Magic, Cloak of Khyber - 9/day
4th: Bestow Curse, Enervation, Greater Invisibility, Black Tentacles, Celerity (EA), Dimension Door (EA) - 8/day
5th: Necrotic Skull Bomb, Hold Monster, Blood Tentacles, Mage's Private Sanctum - 8/day
Note: Spend a blood point and the necessary spell-slot to use Smiting Spell

Blood points: 38
Spell-like Abilities:
cost Blood Points equal to spell level to cast: Protection From Good, Boiling Blood, Blood Biography, Blood Crow Strike, Blood to Sap, Call of the Bloodstone, Blood to Gold, Blood Mist, Transmute Blood to Acid
3/day - Veil
1/day - Greater Teleport (self, host and 50lb. of cargo only)

SPECIAL ABILITIES
Avoidance (Ex)
When a Necrotic Mold is infesting a host and would be hit by an attack, it can make a Reflex save as an immediate action. If the mold succeeds, the attack doesn't harm it and instead harms the infested creature - the mold effectively slithers out of the way of the incoming attack so that the blow strikes the creature it controls. The Necrotic Mold must choose to attempt avoidance after the attack roll is resolved but before damage is rolled.

Bonerattle (Su)
As a standard action, a Necrotic Mold can grind against itself to produce an eerie screeching sound and attempt a single Intimidate check to demoralize all creatures within 60 feet who can hear it.

Spiritsense (Su)
A Necrotic Mold can notice, locate, and distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things that are not creatures.

Infestation (Ex)
A Necrotic Mold can climb onto and attach itself to a willing or helpless host as a full-round action that provokes attacks of opportunity. As long as the mold infests its host, the mold shares the same 5-foot square with its host's space; this does not negatively impact the host or the mold. An implanted Necrotic Mold's mass infiltrates the host's nervous system, controlling the host as dominate person, even if the host would normally be not affected by this spell. This control is not prevented by protection from evil or similar effects, nor does the host receive saving throws to resist control. Each day, an attached Necrotic Mold deals 1d4 points of damage to its host as it feeds on the host's blood, other bodily fluids or other matter that makes up it's body. A Necrotic Mold can be torn free of a host with a successful DC 15 Strength check as a standard action—doing so deals 2d6 points of damage to the host as the mold's tendrils tear free. A dead Necrotic Mold deals no damage in this way. The mold is in complete control of the hosts body and can use all it's senses and abilities as if it were his own. Furthermore, if the mold has gained spellcasting abilities in some fashion it can deliver Touch spells through the host body as if it were it's own and the target the host with spells that have a range of Self.

Mold Mindlink (Su)
A Necrotic Mold can communicate telepathically with any other Necrotic Mold within 10 miles, and knows the condition of all other Necrotic Molds in this area as if it had a status spell in effect on all other molds.

Spore Pod (Ex)
A Necrotic Mold can launch a spore pod the size of a sling bullet. This is a ranged touch attack that has a range increment of 20 feet.

Spores (Su)
Whenever a Necrotic Mold hits a creature with its spore pod, or whenever a creature touches a Necrotic Mold (including when a creature hits the mold with a touch attack, unarmed strike, or natural attack), the creature must succeed at a DC 24 Fortitude save or take 1d4 points of Wisdom damage as the mold's spores swiftly drain away the victim's willpower and sense of self. The save DC is Constitution-based.

Blood Point (Su)
When a blood magic creature inflicts the dead condition upon a non-plant living creature, it gains 1 point in its blood pool. If it kills a creature with blood designated as special (GM adjudication) its blood pool is filled. The maximum number of blood points it can possess in its pool is equal to 10 + its HD + its Cha modifier. Any points above its blood pool's maximum are lost. A blood magic creature can activate this templates special abilities by expending blood points or it can be used to enhance any of the creature's abilities. Spending a blood point is a free action that cannot be used to create the same effect or provide more than one of the benefits listed below in the same round. Spending a blood point grants the creature any of the following benefits:
- +2 to any one d20 roll.
- +2 to the DC of any extrodinary, spell, spell-like or supernatural ability.
- During any round in which a blood magic creature takes a full attack action, it may spend 1 blood point to make an extra attack at his highest base attack bonus. Blood points may be used in this way with both melee and ranged attacks. This does not stack with haste or the speed special weapon ability
- At the beginning of a blood magic creature's turn, it may spend 1 blood point to gain the benefit of a feat it does not have. It must meet the prerequisites of the feat. It gains the benefit until the beginning of his next turn.
- Spellcasters who prepare their spells in advance can spend 1 blood point to recall any spell just cast.

Caustic Blood (Ex)
If an blood magic creature is damaged by a slashing or piercing melee weapon, the wielder must make a Reflex saving throw (DC 10 +1/2 the blood magic creature's HD +it's Con modifier) or suffer 2d6 points of acid damage, a successful save results in half damage.
As an additional effect a blood magic creature can expend one blood point to make the blood toxic as well as acidic. It may select any one poison it is aware of, the DC of the poison is always 10 +1/2 its HD + its Con Modifier. A common choice is listed below
Black Lotus Extract: Type poison (contact); Save Fortitude DC 20 Onset 1 minute; Frequency 1/round for 6 rounds Effect 1d6 Con damage; Cure 2 consecutive saves.

Rapid Actions (Ex)
A quickling gains one extra attack or move action each round. This does not stack with other haste effects.

Quickling Casting (Ex)
All spells and spell-like abilities a quickling creature has can be cast as a swift action if it has a casting time of 1 round or less. Those spells and spell-like abilities with longer casting times have their casting times reduced to 1 round and take an attack action to cast. This ability cannot be used with the Quicken Spell or Quicken Spell-Like Ability feats.
 
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We also could use brown mold wretches for plane of fire operations if you want to soup them up in any way. we could use moldwretches in any other way to i wonder what a memory mold moldwretch would do specifically
 
... @Azel, I wanna ask something.

Maybe it's because of my lack of extensive knowldedge about D&D. But I have several pressing concern.

This... Mold. Its sentient right? It has an above-average Intelligence Score and has the ability to communicate.

Thus, wouldn't this thing by proxy is considered a person, and thus is applicable to our laws?

If I'm wrong, please correct me. 'Cuz I don't think that Viserys would like the implication of this thing's future occupation.
 
... @Azel, I wanna ask something.

Maybe it's because of my lack of extensive knowldedge about D&D. But I have several pressing concern.

This... Mold. Its sentient right? It has an above-average Intelligence Score and has the ability to communicate.

Thus, wouldn't this thing by proxy is considered a person, and thus is applicable to our laws?

If I'm wrong, please correct me. 'Cuz I don't think that Viserys would like the implication of this thing's future occupation.
Like all plant creatures we make, it would gain it's mind from a part of the Old Gods, minds that reside in the Green Dream. So it's ultimate future would be to rejoin the Old Gods once it tires of existing.

But yes, it's sentient. It's terrifyingly intelligent even.

And, again, it's sterile. It can't replicate. And even if it somehow could, the Old Gods would know and could alert Bloodraven and us to any problems that arise.
 
But yes, it's sentient. It's terrifyingly intelligent even.

And, again, it's sterile. It can't replicate. And even if it somehow could, the Old Gods would know and could alert Bloodraven and us to any problems that arise.

...then I would be right to presume that this thing wouldn't have the means to obtain a self-modification Skill or something of the like, yes? It couldn't improve itself nor could it evolve( mutate) into something else, right? Voluntarily or involuntary?
 
...then I would be right to presume that this thing wouldn't have the means to obtain a self-modification Skill or something of the like, yes? It couldn't improve itself nor could it evolve( mutate) into something else, right? Voluntarily or involuntary?
Exceedingly unlikely and not without tripping a bunch of warning signs. Also, I only intend to use these things as commanders for undead forces, not in large numbers in the wild, so they will remain under firm control and oversight.
 
I'm guessing they're in Mossovy, because A) We've already found the gateway there, and B) there was a landmass there that was drowned by the Deep ones and became the Thousand Islands
 
are thre any templates we should/could add to make moldwretches better combatands for the plane of fire?
moldwretch
again this is from the suggestion of using moldwretches with the brown mold on the plane of fire whitch makes them really hard to deal with for any POF natives since they heal from fire damage
 
@Azel, those all look great (and fucking terrifying), though I do have some concerns.

1) I know that it's just how the templates have stacked, but it's kinda weird how high the mental attributes are on both versions of the Blood Clot Mold, especially their Charisma. I would consider limiting how high you can stack the Charisma bonuses, if nothing else.

2) I've mentioned it before, and I think @DragonParadox agreed, but I don't think we should be able to create spellcasters in the Forges who can cast spells of higher than 5th level or with a caster level which exceeds 15th. This is for balance and sanity, otherwise it's just too easy to flood the world with near Archmage equivalent beings.

3) It's not a huge issue, but I think living creatures should get a chance to make a saving throw to resist Infestation, like with the original Mindslaver Molds:
Infestation (Su)
A mindslaver mold can climb onto and attach itself to a willing or helpless host as a standard action. As long as the mold infests its host, the mold shares the same 5-foot square with its host's space; this does not negatively impact the host or the mold. As long as a mindslaver mold infests a host, the host takes a –4 penalty on Will saves against the mindslaver mold's dominate person spell-like ability, and the duration of that spell-like ability on the host becomes permanent as long as the mold remains attached. Each day, an attached mindslaver mold deals 1d4 points of damage to its host as it feeds on the host's blood and other bodily fluids. A mindslaver mold can be torn free of a host with a successful DC 15 Strength check as a standard action—doing so deals 2d6 points of damage to the host as the mold's tendrils tear free. A dead mindslaver mold deals no damage in this way.
Even though it isn't using the Dominate Person SLA as a basis, it should still have a similar mechanic. A Will save with a -4 penalty vs the Mold's high Charisma will be very difficult to beat, but there is still a chance. There are very few absolutes in D&D, after all.

I've got a couple more spell recommendations, too.

1) Maybe swap out Eagle's Splendor with Invisibility. It doesn't really need the Charisma boost that much, and Invisibility opens up a lot of tactics to make best use of its other abilities.

2) On the Greater Molds, I'm not sure what you would swap out, but Draconic Might would be a really good 5th level spell. Extra Natural Armor, Strength, Constitution, and Charisma all in one handy spell is quite nice. Even though they have Greater Invisibility, the Greater Molds would also benefit from normal Invisibility, since it has a much longer duration.
 
Exceedingly unlikely and not without tripping a bunch of warning signs. Also, I only intend to use these things as commanders for undead forces, not in large numbers in the wild, so they will remain under firm control and oversight.

Okay, you just put my worries to rest.

I was worried that these mold would become a merge between the Tyranids and Blacklight with their Extensive Bio-Engineering and Advanced Hive-Mind the moment our enemies (the Squids, Devils, Baatezu) encounters one of them and tries to reverse-engineer them.

Which subsequently would lead to it leaving the facility it was contained from, reproduce, and infect whatever smucks is in the immediate vicinity from the lowest gang-members to a Monarch of an entire Realm.

And then, after momentarily satiating hungers, their eyes would turn to Prime Material with it's inhabitants grossly underprepared to step-against it's explosive spread-rate and extreme carnage.

But, I trust in you and your designs. If you say 'it ain't gonna spread' then I'm not gonna raise a fuss about it.
 
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@Azel, those all look great (and fucking terrifying), though I do have some concerns.

1) I know that it's just how the templates have stacked, but it's kinda weird how high the mental attributes are on both versions of the Blood Clot Mold, especially their Charisma. I would consider limiting how high you can stack the Charisma bonuses, if nothing else.

2) I've mentioned it before, and I think @DragonParadox agreed, but I don't think we should be able to create spellcasters in the Forges who can cast spells of higher than 5th level or with a caster level which exceeds 15th. This is for balance and sanity, otherwise it's just too easy to flood the world with near Archmage equivalent beings.

3) It's not a huge issue, but I think living creatures should get a chance to make a saving throw to resist Infestation, like with the original Mindslaver Molds:

Even though it isn't using the Dominate Person SLA as a basis, it should still have a similar mechanic. A Will save with a -4 penalty vs the Mold's high Charisma will be very difficult to beat, but there is still a chance. There are very few absolutes in D&D, after all.

I've got a couple more spell recommendations, too.

1) Maybe swap out Eagle's Splendor with Invisibility. It doesn't really need the Charisma boost that much, and Invisibility opens up a lot of tactics to make best use of its other abilities.

2) On the Greater Molds, I'm not sure what you would swap out, but Draconic Might would be a really good 5th level spell. Extra Natural Armor, Strength, Constitution, and Charisma all in one handy spell is quite nice. Even though they have Greater Invisibility, the Greater Molds would also benefit from normal Invisibility, since it has a much longer duration.
1) I'm kinda attached to the high INT in particular, since it gives them some skill points to work with. Having 2+INT mod isn't all that much. My hope is still that DP let's each one have multiple minds, making the high mentals a result of pooling the thoughts of the minds that are contained in any one body. Either way, I'm pretty sure we have Lotus Leshy with overall higher mentals.

2) I remember the CL 15 ruling, but not that they are limited to 5th level spells. I think it should be fine in this instance since they are mostly using utility spells at those levels, namely Greater Teleport, Veil, and True Seeing. Unless it's a hard ruling with the 5th levels, I would cut out Greater Dispel and Spell Turning if you think those are too much.

3) I've mostly cut that out since I removed the SLA and the wording as-is didn't work all that well with the implied notion of taking undead hosts that the base had. Though keep in mind that victims still need to be helpless, so either below 0 HP or Paralyzed, so it can't just leap on your back in the middle of combat and control you. Given how combat works after the mid-levels, being Paralyzed is as good as being dead anyway, so I felt the save mechanic isn't serving much purpose.

Spells:
1) I was actually thinking about boosting the HP of Undead with Eagles Splendor, but fair enough. Switching that.

2) Given that we are already debatting the stats being a bit on the high end, I'll pass that one up.
 
Inserted tally
Adhoc vote count started by DragonParadox on Mar 24, 2020 at 6:44 AM, finished with 25 posts and 11 votes.
 
Interlude DCCLV: Chasing Frozen Shadows
Chasing Frozen Shadows

Eighteenth Day of the Twelfth Month 293 AC

When the wizard with the jewel eye walked into the shop the second time that month Bronn knew he wouldn't like the news he was doubtlessly carrying. His robes had been burned and bloodied, though the stains looked too dark to be human blood or anything close to it. A knotted purplish scar ran along his cheek. Curse-work or he would have healed it away, the sellsword knew and just as surely he knew that no common blade could have left it. Even in the City of Brass where you could buy an enemy's misfortune in a dark alley like cheap wine, it would take a strong curse indeed to trouble a proper sorcerer.

"Kytons," the mage practically spat the word. "I'm not sure what their ilk wants with petty thugs and and light-fingers seeing as they nail most of the things they value to their flesh, but that's who has your 'Ash-Bloods' or whatever's left of them. I was ambushed by one of their high apostles on my way to meet a contact at the Executioner's Edge. It was one of their cryomancers."

Bronn could have done without the description of icicle impaled flesh and splintered bone wrapped in barbed chain, but from the look om Sarel's face she'd gotten something out of it. "A libitinarii... a poor envoy to send into this realm, but an excellent assassin," she muses. "One wonders what subversion they are planning and how the gang members may play into it."

"I was attacked by two of their kin two months ago," Maelor interjected after sharing a long look and likely silent words with the fury that Bronn couldn't hear. "How likely are they to say... avenge a fallen ally?"

"The masters of chains know no mercy and their 'love' is a thing of horror, but they are honorable by their own lights," Silas replied, after a moment adding. "They can be patient also as all deathless spirits are."

"Don't suppose you got any prisoners or corpses?" Bronn asked surreptitiously, lighting a particular brazier among a pile of dented tin charms and old candles. Truth teller's flame they called it for the flame would burn blue in the presence of lies, but only to the eyes of the one who lit it. The best find of the month by far.

"I was lucky to have escaped with my life. I could, however, describe them well enough to scry by though." The flame kept its soft ruddy glow.

"Did any of them say anything?" Sarel asked intently. "A question, an offer?"

"No," the sorcerer replied instantly with nary a tremble in his voice. He did not sound offended at the implication to his honor and thankfully the brazier did not make a liar of him.

Bronn breathed a sigh of relief. If the sorcerer had turned traitor on them than they could be expecting much worse than chain devils at the door. Come to think of it... "Why don't we set the dervishes on the bastards?" he asked aloud. "They're using ice, that's worth the forgemaster's hammer on its own. After all, we're naught but poor merchants making a living in the middle city under the protection of the Brazen Throne."

"And I am angel's get," Silas scoffed. "I could carry the news to my own superiors that there is a flagrant breach of the Sultan's Law near to the very walls of his palace. That would likely see an end of the kytons and might earn you some favor in high places, but you would be unlikely to ever learn what they sought or..." He trails, likely thinking through his chances in a fight. "I would be willing to join you in dispatching them in exchange for a third of the spoils as commonly adjudicated."

What do your agents do?

[] Alert the authorities through Silas of the presence of the kython ice mage and his fellows

[] Organize an attack
-[] With Silas' aid
-[] Without Silas' aid

[] Write in


OOC: Well that was a close one, you almost got no news and a missing Silas. Also good rolls on shop finds this month and I could even introduce it organically.
 
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So Silas almost got murdered by an elder incarnation of suffering and torture by frost... and he offers himself for the next fight.

Truly adventurer marerial
 
Ooooh!!! An artist of Flesh!

Ah, if only their services could be hired...

Ah well, there's plenty more fish in the sea. We'll find another Kytons to recruit.
 
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