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Polymorphed Creature

"Polymorphed" is a temporary acquired template that can be added to any aberration, animal,
construct, dragon, elemental, fey, giant, humanoid, magical beast, monstrous humanoid,
outsider, undead, or vermin. The shapeshifted creature (known as the "base creature") takes on
the shape and some of the characteristics of another creature (the "assumed shape"). Which
creature types are available for the assumed shape are dependent on the spell, spell-like
ability, or supernatural ability that grants the Polymorphed template. The assumed shape must
always be the base form of the creature, and cannot be a version of the creature advanced in
Hit Dice in any way.
A polymorphed creature uses all of the base creature's statistics and abilities except as noted
here. Do not recalculate the creature's Hit Dice, base attack bonus, base saves, feats (including
racial bonus feats and proficiencies) or skill points. For purposes of this template, a "racial"
ability is inherent to any member of the creature in question's race; the template does not grant
or remove any class abilities, even if it has the same name as a racial ability.
To polymorph into a creature you must fight against it or you must make an knowledge check
vs. 15+CR of the creature or 20+CR of the creature if it is a very rare monster type.
Size: The polymorphed creature takes on the size of the assumed shape, although note that
certain spells or abilities limit the choice of the assumed shape based on the size of the base
creature. The creature gains the reach of the assumed shape.
Type: The base creature retains its own type, as well as all qualities associated with it. For
example, an outsider that has assumed human shape still does not need to eat or sleep. It loses
any of the following subtypes: Air, Aquatic, Cold, Earth, Fire, Goblinoid, Incorporeal,
Reptilian, Swarm, and Water. If the assumed shape has any of these subtypes, the creature
gains them. The creature also gains the Shapechanger subtype if it does not normally possess
it.
The traits of the creature's type remain unchanged as a result, so that a human taking the form
of an elemental does not gain immunity to critical hits, but an elemental taking the form of a
human does not lose it, either. Remember that the Cold and Fire subtypes grant energy
immunities and vulnerabilities, even if not listed, and the Aquatic and Water subtypes allow
the ability to breathe underwater. Also, if a trait is listed individually as a Special Quality,
such as darkvision, it might be affected (see Special Qualities, below).
Speed: Same as the assumed shape. The base creature gains additional movement types as the
assumed shape, such as a Fly speed, Swim speed, or Climb speed, if they are nonmagical.
Armor Class: The base creature loses any natural armor bonus it has, and gains any natural
armor bonus of the assumed shape, with the following limit: the base creature may not gain a
natural armor bonus higher than the caster level of the effect that caused the polymorphing. If
a shape is assumed that would normally possess a natural armor bonus that exceeds this limit,
the bonus is lowered to equal the caster level. (Use the Hit Dice of the base creature as the
caster level if the ability to polymorph is Supernatural.)
Attack: The base creature gains all natural weapon attacks of the assumed shape. Natural
weapon attacks are made using the base creature's base attack bonus, but using the assumed

shape's attack routine. The creature may thus not use the same natural weapon to make
multiple attacks as it might with a manufactured weapon.
Damage: The polymorphed creature's natural weapons inflict the same base damage as those
of the assumed shape, modified by the creature's new Strength score. Don't forget that a
creature with only one natural weapon adds 1-1/2 its Strength bonus to the damage for that
attack.
Special Attacks: The base creature loses any of the following racial special attacks if they are
Extraordinary in nature. If the assumed shape possesses any of these qualities as
Extraordinary racial abilities, the polymorphed creature gains the same qualities. The DM
might allow other abilities that are thematically similar to these, at his discretion.

Gross Physical Attacks: attach, capsize, constrict, crush, engulf, impale, improved
grab, leap, pounce, powerful charge, push, rake, rend, rend armor, rock throwing,
snatch, swallow whole, tail sweep, trample, trip.

Elemental Attack Traits: air mastery, burn, cold, combustion, drench, earth mastery,
fiery aura, heat.

The base creature loses all other racial Extraordinary special attacks, including but not limited
to acid, battle frenzy, beserk, blood drain, corrosive slime, cursed wound, disease, extract,
ferocity, frightful presence, howl, light ray, mimicry, moan, paralysis, poison, quills, rage,
sneak attack, spit acid, spittle, spores, stench, or web. As a rule of thumb, any ability that
produces a sound, excretes a physical substance or object of any kind, involves reproduction
or growth, or requires a a particular state of mind on the part of the assumed shape cannot be
gained via the Polymorphed template.
The base creature loses all racial Supernatural special attacks, and gains none of the assumed
shape's racial Supernatural attacks.
Special Qualities: The base creature loses any of the following racial special qualities that are
Extraordinary in nature. If the assumed shape possesses any of these qualities as
Extraordinary racial abilities, the polymorphed creature gains the same qualities.

Survival Qualities: amphibious, immunity to energy, immunity to poison, fast healing,


hold breath, resistance to energy, rock catching, vulnerability to energy, water
breathing.

Sensory Qualities: blindsense, blindsight, darkvision, keen senses, light blindness,


light sensitivity, low-light vision, scent, tremorsense.

The base creature retains certain Extraordinary special qualities (listed below) and does not
take on any of these qualities from the assumed shape. The base creature loses all other
Extraordinary special qualities.

damage reduction, magic immunity, regeneration, spell resistance.

Any ability to overcome damage resistance granted by type, subtype, or damage


reduction.

The base creature retains all Supernatural special qualities, and gains none of the Supernatural
special qualities of the assumed shape.
Spells/Spell-Like Abilities: The base creature retains the ability to cast spells, if it possessed
such in the first place, though the new form may limit the creature's ability to use material,
somatic, or verbal components. The subject never gains any spellcasting ability possessed by
the assumed shape.
The base creature keeps all spell-like abilities, and gains none of those possessed by the
assumed shape.
Saving Throws: The base creature loses all racial bonuses to saves. If the assumed shape
possesses any racial bonuses to saving throws against any effect, the polymorphed creature
gains equal bonuses.
Abilities: The base creature loses all racial modifiers to Strength, Dexterity, and Constitution,
and gains the racial modifiers to Strength, Dexterity, and Constitution belonging to the
assumed shape. The base creature may not gain a racial bonus to any ability score that is
greater than the caster level of the effect that caused the polymorphing. If a shape is assumed
that would normally possess a racial ability score bonus that exceeds this limit, the bonus is
lowered to equal the caster level. (Use the Hit Dice of the base creature as the caster level if
the ability to polymorph is Supernatural.) The racial ability scores of the assumed shape can
be determined by subtracting 10 (if even) or 11 (if odd) from the creature's listed score.
The base creature does not gain or lose hit points as a result of any change in Constitution.
The base creature cannot gain or lose a Constitution score, either; if the creature is turning
into a creature with no Constitution (an undead or construct), it instead merely becomes a
living facsimile of the assumed shape. Likewise, an undead creature or construct that
polymorphs into a shape that would have a Constitution score does not gain one. A creature
cannot be returned from death or undeath, or granted life, as a result of the Polymorphed
template.
Skills: The base creature loses any racial skill bonuses to any Strength, Dexterity, or
Constitution-based skills, as well as the Listen, Search, and Spot skills. The creature gains any
such racial skill bonus possessed by the assumed shape. The creature is considered to be
disguised as a member of the assumed shape, and gains a +10 shapechanging bonus to
Disguise skill checks.
Equipment: Because it is temporary, the Polymorphed Template affects the equipment and
possessions of the creature at the moment that they acquire it. When the spell takes effect, the
equipment worn or held by the target is affected depending on its nature:

If the equipment is the proper size and can be used by the new form "as-is", the
equipment is unaffected.

If the equipment is not the proper size, but could otherwise be used, then it grows or
shrinks to a usable size. No other aspects of the equipment is altered; the clothing does
not change color or texture to make it any more appropriate to the assumed form, for
example. When the spell ends, the equipment reverts to its original size, as it does if
the creature drops or removes the equipment.

If the equipment cannot be used by the new form, regardless of size, then it melds into
the assumed shape and is nonfunctional. For example, if the assumed shape does not
have hands or limbs capable of manipulation, any handheld weapons meld into the
body. When the Polymorphed template is lost, any melded equipment reappears, in the
same location on your body and unharmed.

Gaining the Polymorphed Template through Spells:


Animorph
Transmutation
Level: Druid 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You transform the target into the shape of an animal, granting it the Polymorphed template for
the duration of the spell. This replaces any existing Polymorphed template the creature may
have had. The assumed shape must be the most common form of any creature of the Animal
or Magical Beast type, subject to the following restrictions:

The total Hit Dice of the creature must be equal to or lower than your caster level.

The size of the creature can be no larger than one size greater than the target, and no
smaller than Fine.

The creature cannot be one with a template.

The creature cannot have the Swarm subtype.

The creature may be the adult form of the creature or any younger form.

You must be familiar with the kind of creature chosen. The details of what constitutes
"familiarity" are left up to the DM, though encountering the creature of that kind in the
flesh certainly qualifies.

You are free to designate the cosmetic appearance of the assumed shape, choosing the
hair color, hair texture, eye color, height, and weight, within the normal range for
creatures of that kind. If the base creature possessed the Shapechanger subtype before
gaining the Polymorphed template, they may revert to their original form (that is, lose
the Polymorphed template altogether) as a standard action. If slain, the subject reverts
to their original form.

This spell dispels animal growth, enlarge person, and reduce person if the target is affected
by these spells.

Plantamorph
Transmutation
Level: Druid 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as animorph, except that the assumed shape must be of the plant type.
Anthromorph
Transmutation
Level: Bard 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as animorph, except that the assumed shape must be of the Fey,
Humanoid, Giant, or Monstrous Humanoid type.

Aeromorph/Geomorph/Hydromorph/Pyromorph
Transmutation
Level: Druid 7, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as animorph, except that the assumed shape must be of the Elemental
type, or of the Outsider type with the Air, Earth, Fire, or Water subtype. In addition, you may
also grant the target the form of an Animal or Magical Beast with any inherent template that
would cause the creature to gain the Elemental type.
When you use this spell to take the form of a creature with the Air, Earth, Fire, or Water
subtypes, it is a spell of that type. For example, aeromorph is an air spell when used to take
the form of a djinni. While the spell is often called by the name that reflects the element being
chosen, it is still one spell, not four separate ones.

Xenomorph
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as animorph, except that the assumed shape must be of the Aberration,
Ooze, or Vermin type.

Planomorph
Transmutation
Level: Clr 7, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as animorph, except that the assumed shape must be of the Outsider type
and not possess the Air, Earth, Fire, or Water subtypes. In addition, you may also grant the
target the form of an Animal or Magical Beast with the Celestial or Fiendish templates (but
not Half-Celestial or Half-Fiend templates) applied. At the DM's discretion, there may be
additional templates allowed based on other Outsider types.
For the duration of the spell, your natural weapons and any weapons you wield are treated as
aligned with any alignment subtype your assumed shape would have (Chaotic, Evil, Good, or
Lawful), though you do not actually gain that subtype. When you use this spell to take the
form of a creature with one or more of these subtypes, it is a spell of that type. For example,
planomorph is a Chaotic and Evil spell when used to take the form of a demon.
Dracomorph
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

The target takes on the form of a mighty dragon. This spell functions as animorph, except that
the assumed shape must be of the Dragon type and may be up to two sizes larger than the
target's normal size.
In addition, once during the spell's duration, the target may use the breath weapon (if any) of
the assumed shape as a standard action. The damage, area, and energy type are identical to
those of the assumed shape at that particular age category. The saving throw for the breath
weapon is equal to 10 + 1/2 the subject's HD + the subject's Con modifier (which is itself
modified by the dracomorph spell).

Infinimorph
Transmutation
Level: Sor/Wiz 9, Druid 9
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You gain absolute control of your form. Once per round as a free action, you may apply or
remove the Polymorphed template; the assumed shape may be a creature with any type. Any
assumed shape must be the most common form of any creature type and may be of any size
(from Fine to Colossal) or stage of development. The assumed shape chosen must be a
creature that conforms to the following restrictions:

The total Hit Dice of the creature must be equal to or lower than twice your caster
level.

The creature may not have more than one template applied. Further, any template
cannot be one that increases the Challenge Rating of the creature by an amount greater
than one-quarter your caster level.

You must be familiar with the kind of creature chosen. The details of what constitutes
"familiarity" are left up to the DM, though encountering the creature of that kind in the
flesh certainly qualifies.

Other than the wider range of available shapes and the ability to change shape repeatedly, this
spell functions as animorph.
Alter Self
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 10 min./level (D)
This spell functions like Animorph except noted here:

You only can assume the form of a humanoid creature.

The new form must be within one size category of your normal size.

The total Hit Dice of the creature must be equal to or lower than your caster level to a
maximum of 5 HD.

You do not gain any extraordinary special attacks or extraordinary special qualities.

Necromorph
Transmutation
Level: Clr 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing undead creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You may change the shape of an undead creature, granting it the Polymorphed template. This
spell works exactly as Animorph, except as noted above and in the choice of assumed shape,
which must be that of an untemplated creature of the Undead type, or else an Animal, Giant,
Humanoid, Magical Beast, or Monstrous Humanoid with the Skeleton or Zombie template.
Material Component: A mummified caterpillar.

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