Deteriorating Shipmind (CR –1)
System: Pathfinder | SRD
Deteriorating Shipmind (CR –1)
CR 13
XP 25600
Init +13
;
Senses blindsight 60 ft., detect good , detect law , detect magic ; Perception +20
Defense
AC 27, touch 17, flat-footed 18 (+9 Dex, +10 armor, –2 size)
hp 161 (14d8+98)
Fort +11,
Ref +13,
Will +12
DR 10/—
Immune bludgeoning, charm effects, electricity, fire, ooze traits
SR 24
Weaknesses limited mobility, vulnerable to cold
Offense
Speed 0 ft. or 10 ft. (limited mobility)
Melee 3 slams +20 (1d8+12 plus 1d4 Int damage and grab)
Ranged plasma bolt +17 touch (10d6 plasma/19–20)
Space 15 ft.,
;
Reach 15 ft.
Special Attacks immerse
Spell-Like Abilities (CL 13th; concentration +18)
CMB +24
CMD 43 (can’t be tripped)
Statistics
Str 34,,
Dex 28,,
Con 24,,
Int 21,,
Wis 23,,
Cha 21
Base Atk +10
Feats Combat Casting , Combat Reflexes , Improved Critical (plasma bolt) , Improved Initiative , Iron Will , Power Attack , Quicken Spell-Like Ability ( touch of idiocy )
Skills Knowledge (engineering) +19, Knowledge (geography) +19, Knowledge (nature) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +20, Sense Motive +20
Languages Abyssal, Aklo, Common, Draconic, Infernal, Undercommon, Protean; telepathy 60 ft.
SQ container, ship interface
Special Abilities
Container (Ex) A shipmind dwells within an immobile container of partially organic material grown by its Dominion masters. This container functions somewhat like a suit of armor for the shipmind. A shipmind container has hardness 10 and 240 hit points, and can be damaged by sunder attempts. A shipmind container that gains the broken quality grants only a +5 armor bonus to the shipmind within, and does not allow the shipmind to heal negative levels gained during a prolonged period outside of the container (see Limited Mobility). The partially crystalline nature of a shipmind container makes it vulnerable to shatter spells, and sonic damage bypasses the container’s hardness and inflicts full damage.
Immerse (Ex) When a shipmind in its container successfully grabs a Large or smaller target with one of its slam attacks, it can attempt to drag that target into its body as a swift action. To immerse a creature, the shipmind must attempt a combat maneuver check (as though attempting to pin the opponent). If it succeeds, the prey is pulled into the container with the shipmind and immediately takes 6d6 points of plasma damage (half of which is electricity and half of which is fire) and 1d4 points of Intelligence damage—a successful DC 24 Fortitude save halves the plasma damage and negates the Intelligence damage. A creature that remains immersed takes this damage again every following round at the start of the shipmind’s turn. In addition, an immersed creature is in danger of suffocating. A creature can attempt to escape immersion by making a successful combat maneuver check or Escape Artist check, as if it were attempting to escape a pin. If the shipmind’s container has the broken condition, attempts to escape in this manner gain a +8 bonus.
Limited Mobility (Ex) Unlike most oozes, a shipmind cannot exist outside of the partially organic container it was originally created in—this container serves the shipmind as its “skin.” While inside its container, a shipmind has a speed of 0 feet. When it leaves its container, it gains a speed of 10 feet, but loses its armor bonus to AC. A shipmind can exist outside of its container for 1 hour without consequences, but at the start of each subsequent hour it gains 1 negative level as its body starts to dissolve. These negative levels cannot be restored by any means save by returning to an appropriate shipmind container, at which point they are removed at a rate of 1 level per hour.
Plasma Bolt (Su) As a standard action, a shipmind can fire a bolt of plasma at a target within 300 feet (no range increment). On a hit, a blast of plasma deals 10d6 damage, half of which is electricity damage and half of which is fire damage.
Ship Interface (Ex) As long as a shipmind is interfaced with a Dominion vessel, it can observe events within the ship or within 90 feet of its exterior hull as if via clairaudience/clairvoyance for as long as the shipmind concentrates. While concentrating on an area, the shipmind can activate traps or other ship systems in the area as a swift action; it can even converse with creatures in the area by vibrating the metal and strange membranes in the walls.
Thought Disruption (Su) The substance that makes up a shipmind ooze is charged with alien psychic energy that is toxic to the minds of most life forms. A creature who willfully touches an ooze (via a touch attack, natural weapon attack, or unarmed strike) or is struck by its slam attack must make a DC 22 Will save or take 1d4 points of Intelligence damage. This is a mind-affecting confusion effect. The save DC is Charisma-based.