KING
Elder Oblex

Elder Oblex

Aberration · Crown of Deception

T4d10Major

Amorphous mind-thieves, elder oblex impersonate others, draining memories to maintain perfect disguises.

Tier 4  ·  Role Major  ·  Pool Vigor 8 / Vitality 8  ·  AC 11  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC116 base + 5 Sense
Vigor8Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d12rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit14+Cunning 22
StatScoreModDie
Body8-1-d3
Mind22+6d12
Sense20+5d10
Heart18+4d8
Cunning22+6d12
Fate16+3d6

Passives

Passive

Amorphous

Squeezes through gaps as narrow as 1 inch.

Passive

Aversion to Fire

If it takes fire damage, it recoils and has disadvantage on its attacks until the end of its next turn.

Passive

Sulfurous Impersonation

Maintains up to 3 perfect copies of victims whose memories it has eaten, each tethered to the oblex by a thin rope of slime up to 120 ft long. Severing a tether destroys that copy.

Maneuvers

Maneuver

Eat Memories

A creature within 5 ft makes a Mind save (DC 17): on a failure it takes 4 damage and the oblex drinks its memories, gaining the ability to impersonate it perfectly; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Approaches in impersonated form, pretending to be a friendly NPC. Uses Eat Memories to gain intel and build more impersonations, sending its slime copies ahead while the true body stays back. Flees through tight gaps if badly wounded, and will not close with an open flame.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 14+ (Cunning 22).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.