Assimilator (3.5e Template)
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Assimilator[edit]
Assimilators, through some strange magic or abnormal biology, absorb the flesh of those they attack and eventually devour their opponents whole.
An assimilator does what it says: assimilates. This may be because the creature is a deadly swarm of nanomachines, or a magical creature which sucks away living flesh. Many are either amorphous or swarms, but this is not required in the slightest. In fact the most terrifying ones are humanoid.
Creating an Assimilator[edit]
This template is an acquired or inherited template which can be added to any corporeal creature.
Size and Type[edit]
If the creature was humanoid or monstrous humanoid, the type becomes Aberration, otherwise it retains its own type. Do not change its BAB, saves, skill points, or HD.
Special Attacks[edit]
Adopt Type (Ex): As a standard action touch attack, you can count as the type and species of the creature you touch. This does not grant you any change in HD, saves, skills, or BAB, but does let you count as a member of the type for the purpose of spells and other effects. This lasts for 24 hours or until overwritten or dismissed.
Assimilating Touch (Ex): As a standard action touch attack, the assimilator deals 1d6 points of damage per HD to corporeal creatures, with a Fortitude save for half damage (DC 10 + 1/2 HD + Con modifier). In addition the assimilator's unarmed strikes and natural attacks deal an additional 1d6 damage to corporeal creatures (no save). Once per round as a free action they can absorb the flesh of the creature they have successfully hit with their assimilating touch, healing a number of hit points equal to the target creature's HD.
If a creature is slain by your assimilating touch in either form, you can choose to devour them. This renders you flat footed under the beginning of your next round, but you heal a number of hit points equal to the target creature's HD (in addition to activating your once per round ability), and you can choose to immediately shift into the creature as per polymorph with no HD limit. This lasts for 24 hours or until overwritten or dismissed. This effect destroys the target's body, leaving naught more than a thin slime of biomass.
Flesh Bud (Su): As a standard action touch attack against a helpless, pinned, or bound creature, the assimilator can implant a small portion of themselves into the nervous system of the target creature without killing them. Victims which fail a Will save (DC 10 + 1/2 HD + Con modifier) become charmed, as if under the effect of charm monster with unlimited duration. This is a mind-affecting charm effect. The assimilator has an empathic connection to their implanted victim and can determine their direction and distance, or what plane they are on (but not direction or distance) when on other planes. When within 100 ft, this is upgraded to telepathy with their implanted victim.
At any point, the assimilator can concentrate to produce the effects of dominate monster as well as gaining access to the victim's senses. This lasts as long as they concentrate, up to 1 round/level. At the end of duration or at the end of concentration, the victim gains another Will save to sake off control of both domination and charm for 24 hours. Even if they fail, the victim cannot be dominated again for 1 week, they simply remain charmed.
In order to break control, the victim must have the flesh bud removed from their nervous system. This requires a DC 20 Heal check as a 1 round action. Failing the check deals 5d6 points of damage to the target. Failing the check by 10 acts as a coup de grace, and the target is dealt 10d6 damage. Casting remove disease 1 minute before the flesh bud is removed decreases the DC by 5. Flesh buds can be difficult to detect and require a DC 20 Search check on a helpless, bound, or pinned victim. The DC rises by +10 if they are not restrained, and by another +10 if the bud is covered up, which afflicted individuals will do.
The assimilator can control a number of flesh buds up to their HD, and must willingly relinquish previous buds if they wish to add more.
Special Qualities[edit]
Collective Lore (Ex): The assimilator creature can reference the vague memories of all the things they have devoured or connected to. This acts like the bard's bardic knowledge ability. If you have bardic knowledge, you instead gain a +4 bonus on bardic knowledge checks.
Abilities[edit]
+2 Con
Skills[edit]
The assimilator must be able to blend in with others when they adopt other forms. They receive a +4 racial bonus on Bluff and Disguise checks, and gain these skills as class skills. They may always take 10 on disguise checks even in stressful situations.
Challenge Rating[edit]
+3
Level Adjustment[edit]
+3
Back to Main Page → 3.5e Homebrew → Monsters → Templates
Eiji-kunv |
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Author | Eiji-kun + |
CR | 3 + |
Identifier | 3.5e Template + |
Level Adjustment | 3 + |
Rating | Unrated + |
Summary | Assimilators, through some strange magic or abnormal biology, absorb the flesh of those they attack and eventually devour their opponents whole. + |
Title | Assimilator + |
Type | Aberration + |