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View Full Version : D&D 3.x Class Mother Goo racial class (from Gray Goo)



JPlayah
2016-02-17, 02:57 PM
Mother Goo (racial class)

This is for all those players who want that RTS feel while they play D&D. The mother goo is essentially a giant amoeba that sucks life force out of weakened or recently killed enemies, then uses it to spawn a small army of creatures. Different creatures are effective in different situations, so it's important to know about the tools available to you, just as it would be in a real time strategy game.

Gray goo traits:



“Gray goo” is a subtype of the aberration creature type. Some gray goo creatures are amorphous, meaning that they do not have a distinct anatomy. Such creatures are immune to sneak attacks and critical hits.
As a general rule, gray goo creatures have higher Constitution scores but lower Charisma scores than humans. All gray goo creatures except the mother goo have very low Intelligence scores.
Gray goo creatures have good base attack bonuses and good Fortitude saves. They have poor Reflex and Will saves.
Amorphous gray goo creatures, and some non-amorphous gray goo creatures have a base Climb speed equal to half their base land speed. These creatures can take 10 on Climb checks, even when threatened, and they can climb on surfaces at any angle.
Gray goo creatures have at least a +2 natural armor bonus to AC.
Gray goo creatures gain a +5 racial bonus on grapple checks, a +10 racial bonus on Balance checks, and a +5 racial bonus on Climb checks.
Amorphous gray goo creatures have a slam attack. Many non-amorphous gray goo creatures have a ranged attack, which they use by charging energy in their bodies and releasing it.


Mother goo character traits:



Mother goos are medium aberrations with the gray goo subtype. They are not affected by spells or abilities that only affect humanoids, such as Charm Person. Mother goos are amorphous, meaning that they do not have a distinct anatomy. As such, they are immune to sneak attacks and critical hits.
Ability score adjustments: +2 Con, -4 Cha. Mother goos are very resilient, but do not show much emotion or personality. They prefer to examine the world around them using cold logic.
Mother goo base land speed is 20 feet. They also have a Climb speed of 10, increasing by 5 for every 5 ranks they have in the Climb skill, up to their land speed. Mother goos can take 10 on Climb checks, even when threatened, and they can climb on surfaces at any angle.
Mother goos gain a +2 natural armor bonus to AC.
Mother goos gain a +5 racial bonus on grapple checks, a +10 racial bonus on Balance checks, and a +5 racial bonus on Climb checks.
Mother goos have a slam attack which deals bludgeoning damage equal to 1d8+Str. They can deal either lethal or nonlethal damage with this attack, and are considered to have the Improved Unarmed Strike feat for the purpose of qualifying for other feats.
Automatic languages: Goo.
Bonus languages: Any, other than secret languages such as Druidic.
Favored class: Mother goo. All mother goos advance in the mother goo racial class.
Level adjustment: +0.


Alignment: Any.
Hit Die: d8.
Race: Mother Goo (Gray Goo)



Table: The Mother Goo
Hit die: d8



Level

Base
Attack Bonus

Saving Throws

Special

Maximum Catalyst Pool



Fort

Ref

Will



1st

+1

+2

+0

+0

Absorb Catalyst, Create Small Protean

1



2nd

+2

+3

+0

+0

Engulf, Transport Goo

1



3rd

+3

+3

+1

+1

Goo Transfusion

2



4th

+4

+4

+1

+1

Goo Improvement

2



5th

+5

+4

+1

+1

Create Medium Protean

3



6th

+6/+1

+5

+2

+2



3



7th

+7/+2

+5

+2

+2

Launch Protean

3



8th

+8/+3

+6

+2

+2

Goo Improvement

4



9th

+9/+4

+6

+3

+3



4



10th

+10/+5

+7

+3

+3

Create Purger

4



11th

+11/+6/+1

+7

+3

+3

Create Large Protean

5



12th

+12/+7/+2

+8

+4

+4

Goo Improvement

5



13th

+13/+8/+3

+8

+4

+4



5



14th

+14/+9/+4

+9

+4

+4



6



15th

+15/+10/+5

+9

+5

+5



6



16th

+16/+11/+6/+1

+10

+5

+5

Goo Improvement

6



17th

+17/+12/+7/+2

+10

+5

+5



7



18th

+18/+13/+8/+3

+11

+6

+6



7



19th

+19/+14/+9/+4

+11

+6

+6



7



20th

+20/+15/+10/+5

+12

+6

+6

Goo Improvement

8



Class Skills (4 + Int modifier per level, ×4 at 1st level): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).





Class FeaturesAll the following are class features of the mother goo.

Weapon and Armor Proficiency: Mother goos are proficient with their natural weapons. They are not proficient with any manufactured weapons, armor, or shields.

Absorb Catalyst (Su): Mother goos can absorb life force from dying or recently killed opponents. They refer to this life force as “catalyst,” since it allows them to bring forth new life of their own. A mother goo can absorb catalyst from a creature which is either at negative hit points and dying or has been dead for no more than 1 round by entering its space and consuming its life force as a standard action. A living creature is allowed a Fortitude save to negate the effect (DC 10 + ½ the mother goo’s class level). If the creature fails its save, it is instantly reduced to -10 hit points and dies, and the mother goo gains a number of units of catalyst based on the table below. Dead creatures are automatically affected. A creature may only have its life force drained once.



Size Category of Absorbed Creature

Units of Catalyst Gained



Tiny or smaller

0*



Small or medium

1



Large or huge

2



Gargantuan or colossal

3




*Creatures which are tiny or smaller cause the mother goo to regain a number of hit points equal to either her Constitution modifier or ¼ her normal maximum hit points when absorbed, whichever is less (minimum 1 hit point).

A mother goo also gains 1 unit of catalyst at the beginning of each day after resting.

Each unit of catalyst increases the mother goo’s maximum hit points by 25% of their normal value, and gaining a unit of catalyst heals the mother goo for this amount as well. Losing a unit of catalyst has the opposite effects.

The maximum amount of catalyst a mother goo can have at once is given in her class table. If the mother goo would gain catalyst beyond this, she is healed instead, regaining a number of hit points equal to ¼ her normal maximum hit points for each unit of catalyst she tries to absorb.

A mother goo can expend catalyst to create other creatures using her other class features. The maximum amount of catalyst she can have invested in these creatures at once is a number of units equal to twice her class level. The mother goo is unable to create new creatures which would put her over her limit. When one of her creatures dies, space is freed up and the mother goo is able to create new creatures to replace it, provided she has enough catalyst to do so.

A mother goo cannot gain catalyst by absorbing dead or dying creatures that she made using catalyst. Instead, she can absorb an adjacent creature she created as a standard action, provided it is still alive. Doing so kills that creature, but heals the mother goo for half of that creature’s hit points at the time it was absorbed (minimum 1 hit point).

Creatures created using catalyst gain a bonus on attack rolls equal to ½ the mother goo’s class level, and their attacks, including special attacks, deal 1 additional point of damage per damage die for every 6 class levels that the mother goo has. The statistics given for creatures in this class assume bonuses of zero.

Creatures created using catalyst are considered to have hit dice equal to the number of units of catalyst used to determine their hit points. The exception is the drover, which is considered to have 1 hit die.

Create Small Protean (Su): As a standard action, a mother goo can expend 1 unit of catalyst to create a formless mass known as a small protean. The small protean appears within 5 feet of the mother goo and acts on her turn, obeying her commands. The small protean can act immediately when created, taking a full round’s worth of actions.

Small Protean
N tiny aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 14, touch 12, flat-footed 14
(+0 Dex, +2 natural armor, +2 size)
HP: 1 unit of catalyst
Immunities: None
Saves: Fort +3, Ref +0, Will +0
Speed: 20 feet (4 squares), Climb 10 feet (2 squares)
Melee: Slam +3 (1d4 bludgeoning)
Ranged: None
Space: 2 ½ feet
Reach: 2 ½ feet
Base Attack: +1
Grapple: -2
Special Abilities: Goo form
Special Attacks: None
Special Qualities: Amorphous
Abilities: Str 10, Dex 10, Con 12, Int 3, Wis 10, Cha 6
Feats: None
Skills: Balance +10, Climb +5, Hide +8, Jump +0, Listen +0, Move Silently +0, Spot +0, Swim +0

Goo Form (Su): As a full-round action, a small protean can permanently assume the form of two drovers, a strider, a radiant, or a tempest. Like the small protean, these creatures act on the mother goo’s turn and obey her commands. The small protean’s hit points are transferred to creatures that it transforms into.

Drover
N tiny aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 16, touch 14, flat-footed 14
(+2 Dex, +2 natural armor, +2 size)
HP: ½ unit of catalyst
Immunities: None
Saves: Fort +3, Ref +2, Will +0
Speed: 30 feet (6 squares)
Melee: None
Ranged: Drover blast +5 (1d4 piercing, 10 foot range increment)
Space: 2 ½ feet
Reach: 2 ½ feet
Base Attack: +1
Grapple: -2
Special Abilities: None
Special Attacks: Drover blast
Special Qualities: None
Abilities: Str 10, Dex 14, Con 12, Int 3, Wis 10, Cha 6
Feats: None
Skills: Balance +12, Climb +5, Hide +10, Jump +0, Listen +0, Move Silently +2, Spot +0, Swim +0

Drover Blast (Ex): The drover’s attack affects everything in a 10 foot line beginning at its target. The direction of this line can rotate up to 45 degrees from the direction of the attack. Compare the drover’s attack roll result against the AC of all creatures in this area to determine which creatures are hit. Objects are automatically hit.

Strider
N tiny aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 16, touch 14, flat-footed 14
(+2 Dex, +2 natural armor, +2 size)
HP: 1 unit of catalyst
Immunities: None
Saves: Fort +3, Ref +2, Will +0
Speed: 20 feet (4 squares)
Melee: None
Ranged: Strider blast +6 (1d6+1 piercing, 20 foot range increment)
Space: 2 ½ feet
Reach: 2 ½ feet
Base Attack: +1
Grapple: -2
Special Abilities: None
Special Attacks: Strider blast
Special Qualities: None
Abilities: Str 10, Dex 14, Con 12, Int 3, Wis 10, Cha 6
Feats: Point Blank Shot
Skills: Balance +12, Climb +5, Hide +10, Jump +0, Listen +0, Move Silently +2, Spot +0, Swim +0

Strider Blast (Ex): The strider’s ranged attack penetrates armor, treating the target’s armor or natural armor bonus to AC as if it were 4 less than normal.

Radiant
N tiny aberration (gray goo)
Init: –
Senses: Darkvision 60 feet; Listen +2, Spot +2
Languages: Goo
AC: 15, touch 13, flat-footed 14
(+1 Dex, +2 natural armor, +2 size)
HP: 1 unit of catalyst
Immunities: None
Saves: Fort +3, Ref +1, Will +2
Speed: 20 feet (4 squares)
Melee: None
Ranged: Radiant blast +4 (1d4 piercing, 20 foot range increment)
Space: 2 ½ feet
Reach: 2 ½ feet
Base Attack: +1
Grapple: -2
Special Abilities: Radiant aura
Special Attacks: None
Special Qualities: Darkvision 60 feet
Abilities: Str 10, Dex 12, Con 12, Int 3, Wis 14, Cha 6
Feats: None
Skills: Balance +11, Climb +5, Hide +9, Jump +0, Listen +2, Move Silently +1, Spot +2, Swim +0

Radiant Aura (Su): As a standard action, a radiant can project a 30 foot radius aura around itself which mimics the spell Faerie Fire and lasts for 1 round. All hostile creatures in the area are marked by magical beacons which prevent them from gaining concealment. A creature stops being marked upon leaving the area. This effect does not penetrate walls or any barrier which blocks line of sight.

Tempest
N tiny aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 18, touch 16, flat-footed 14
(+4 Dex, +2 natural armor, +2 size)
HP: 1 unit of catalyst
Immunities: None
Saves: Fort +3, Ref +4, Will +0
Speed: 20 feet (4 squares), Climb 10 feet (4 squares)
Melee: None
Ranged: Tempest blast +7 (1d8 bludgeoning, 40 foot range increment)
Space: 2 ½ feet
Reach: 2 ½ feet
Base Attack: +1
Grapple: -2
Special Abilities: None
Special Attacks: None
Special Qualities: Limited Aim
Abilities: Str 10, Dex 18, Con 12, Int 3, Wis 10, Cha 6
Feats: None
Skills: Balance +14, Climb +5, Hide +12, Jump +0, Listen +0, Move Silently +4, Spot +0, Swim +0

Limited Aim (Ex): A tempest can only use its ranged attack against flying creatures or creatures which are close enough to it based on their size category. The maximum distance that a terrestrial creature can be from the tempest in order for the tempest to aim at it is given in the table below.



Size Category

Maximum Distance From Tempest



Small or smaller

Attack not possible



Medium

5 feet



Large

10 feet



Huge

15 feet



Gargantuan

20 feet



Colossal

30 feet




The tempest can also use its ranged attack against creatures which are at a higher elevation. To determine whether a creature can be targeted, determine if it is within the bounds of a cone which spreads out upward from the tempest.

Engulf (Ex): Beginning at 2nd level, a mother goo that successfully pins an opponent begins digesting it, dealing 1d6 points of acid damage to it each round while it remains pinned. This damage increases by 1d6 for every 5 class levels that the mother goo has, and the mother goo is healed for half the damage dealt. A creature that has been engulfed can attempt a Fortitude save each round for half damage (DC 10 + ½ the mother goo’s class level + the mother goo’s Constitution modifier).

Transport Goo (Ex): At 2nd level, a mother goo gains the ability to transport her gray goo creatures by carrying them around on her back. The mother goo’s body automatically reshapes itself to ensure that her creatures do not fall off, even when she is moving on walls, ceilings, or narrow surfaces. A gray goo creature that is adjacent to the mother goo can hop on as a move action, and hopping off is also a move action. The number of creatures that mother goo can carry at once is limited only by their total catalyst value, which cannot exceed the mother goo’s maximum catalyst pool. Creatures which are being transported can still take actions as normal.

Goo Transfusion (Su): A mother goo of 3rd level or higher can heal other gray goo creatures by transferring some of her own mass to them. To do this, she must choose to lose a number of hit points up to her Constitution modifier. The mother goo then launches a blob of gray goo at a creature within 30 feet as a standard action, making a ranged touch attack to hit the target if it is unwilling to receive the blob. If the blob hits a gray goo creature, that creature regains a number of hit points equal to the amount that the mother goo chose to lose when she created the blob.

Goo Improvement (Ex): At 4th level and every 4 levels after, a mother goo chooses from one of the following options, permanently improving her gray goo army. Improvements apply to both current and future creatures.

Goo Enzymes: Small proteans gain a melee touch attack which deals 1d6 points of acid damage and heals them for half the damage dealt. Medium proteans gain a similar attack which deals 1d8 points of acid damage instead, and large proteans gain a similar attack which deals 2d6 points of acid damage.

Drover Shotgun: Drovers can attack as a full-round action to produce a 10 foot cone instead of a 10 foot line. They can also aim their attacks at spaces which do not contain creatures or objects in order to control where the blast hits.

Corrosive Barb: Strider attacks impose a -2 penalty to the target’s AC for 1 round. This effect does not stack.

Radiant Vision: The radiant’s aura reveals the locations of creatures through walls, floors, and ceilings.

Deadly Tempest: Airborne creatures hit by the tempest’s attack must succeed on a Reflex save (DC 10 + damage dealt) or be knocked out of the sky and fall prone.

Rapid Recovery: After detonation, the dweller immediately forms into a small protean which can take a full round’s worth of actions at once.

Pinball of Destruction: The destructor’s attack bounces to a second target within 15 feet of its initial target. The destructor makes a new attack roll at a -2 penalty to determine whether the attack hits the second target.

Regenerative Ooze: The acid pool created by the crescent’s artillery heals gray goo creatures instead of damaging them.

Stampede: After charging at a creature and hitting it with its horns, an impaler can make an overrun attempt against that creature as a free action, using 1d20 + the result of its damage roll in place of a Strength check to determine if it succeeds in knocking its opponent over.

Eternal Bastion: The bastion’s damage reduction improves to 5/-.

Goo Barrier: All damage that would be dealt to creatures being transported by the carrier’s Transport Goo ability is reduced by 2.

Stunning Blow: A creature hit by both of the pulverizer’s slam attacks in the same round must succeed on a Fortitude save (DC equal to the damage dealt by the two attacks) or become stunned for 1 round.

Create Medium Protean (Su): As a standard action, a mother goo of 5th level or higher can expend 3 units of catalyst to create a formless mass known as a medium protean. The medium protean appears within 5 feet of the mother goo and acts on her turn, obeying her commands. The medium protean can act immediately when created, taking a full round’s worth of actions at once.

Medium Protean
N small aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 14, touch 12, flat-footed 13
(+1 Dex, +2 natural armor, +1 size)
HP: 3 units of catalyst
Immunities: None
Saves: Fort +5, Ref +2, Will +1
Speed: 20 feet (4 squares), Climb 10 feet (2 squares)
Melee: Slam +5 (1d6+1 bludgeoning)
Ranged: None
Space: 5 feet
Reach: 5 feet
Base Attack: +3
Grapple: +5
Special Abilities: Goo form
Special Attacks: None
Special Qualities: Amorphous
Abilities: Str 12, Dex 12, Con 14, Int 3, Wis 10, Cha 6
Feats: None
Skills: Balance +11, Climb +6, Hide +5, Jump +1, Listen +0, Move Silently +1, Spot +0, Swim +1

Goo Form (Su): As a full-round action, a medium protean can permanently assume the form of a dweller, a destructor, or a crescent. Like the medium protean, these creatures act on the mother goo’s turn and obey her commands. The medium protean’s hit points are transferred to creatures that it transforms into.

Dweller
N small aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 14, touch 12, flat-footed 13
(+1 Dex, +2 natural armor, +1 size)
HP: 3 units of catalyst
Immunities: None
Saves: Fort +5, Ref +2, Will +1
Speed: 20 feet (4 squares)
Melee: Bite +5 (1d4+1 slashing)
Ranged: None
Space: 5 feet
Reach: 5 feet
Base Attack: +3
Grapple: +5
Special Abilities: Burrow
Special Attacks: Detonate
Special Qualities: None
Abilities: Str 12, Dex 12, Con 14, Int 3, Wis 10, Cha 6
Feats: None
Skills: Balance +11, Climb +6, Hide +5, Jump +1, Listen +0, Move Silently +1, Spot +0, Swim +1

Burrow (Ex): As a move action, a dweller can dig into the ground, making a Hide check with a +10 bonus to conceal itself. The dweller can climb back out of the hole it dug as a move action.

Detonate (Ex): As a standard action, a burrowed dweller can explode, killing itself and dealing 4d6 points of slashing damage to everything within 10 feet of itself. The remaining pieces of the dweller reform as a small protean which can begin acting 1 round later.

Destructor
N small aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 19, touch 13, flat-footed 17
(+2 Dex, +6 natural armor, +1 size)
HP: 3 units of catalyst
Immunities: None
Saves: Fort +5, Ref +3, Will +1
Speed: 20 feet (4 squares)
Melee: None
Ranged: Destructor blast +7 (2d6+1 bludgeoning, 20 foot range increment)
Space: 5 feet
Reach: 5 feet
Base Attack: +3
Grapple: +5
Special Abilities: None
Special Attacks: None
Special Qualities: None
Abilities: Str 12, Dex 14, Con 14, Int 3, Wis 10, Cha 6
Feats: Point Blank Shot
Skills: Balance +12, Climb +6, Hide +6, Jump +1, Listen +0, Move Silently +2, Spot +0, Swim +1

Crescent
N small aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 15, touch 13, flat-footed 13
(+2 Dex, +2 natural armor, +1 size)
HP: 3 units of catalyst
Immunities: None
Saves: Fort +5, Ref +3, Will +1
Speed: 20 feet (4 squares), Climb 10 feet (2 squares)
Melee: None
Ranged: None
Space: 5 feet
Reach: 5 feet
Base Attack: +3
Grapple: +5
Special Abilities: None
Special Attacks: Caustic artillery
Special Qualities: None
Abilities: Str 12, Dex 14, Con 14, Int 3, Wis 10, Cha 6
Feats: None
Skills: Balance +12, Climb +6, Hide +6, Jump +1, Listen +0, Move Silently +2, Spot +0, Swim +1

Caustic Artillery (Ex): As a full-round action, a crescent can launch a ball of acid at a location within 60 feet. The acid ball bursts open on impact, splashing everything in a 5 foot radius. Creatures and objects in the area are dealt 2d6 points of acid damage unless they succeed on a Reflex save (DC 10 + the crescent’s total modifier on ranged attack rolls). This also leaves behind a 5 foot radius acid pool for 2 rounds. Any creature which enters an affected space during its turn must succeed on a DC 20 Fortitude save at the end of its turn or be dealt an additional 1d6 points of acid damage.

Impaler
N small aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 15, touch 13, flat-footed 13
(+2 Dex, +2 natural armor, +1 size)
HP: 3 units of catalyst
Immunities: None
Saves: Fort +5, Ref +3, Will +1
Speed: 30 feet (6 squares)
Melee: Horns +7 (1d8+3 piercing)
Ranged: None
Space: 5 feet
Reach: 5 feet
Base Attack: +3
Grapple: +7
Special Abilities: None
Special Attacks: Spike burst
Special Qualities: None
Abilities: Str 16, Dex 14, Con 14, Int 3, Wis 10, Cha 6
Feats: Improved Bull Rush, Improved Overrun, Power Attack
Skills: Balance +12, Climb +8, Hide +6, Jump +3, Listen +0, Move Silently +2, Spot +0, Swim +3

Spike Burst (Ex): As a standard action, an impaler can lose 5 hit points in order to launch spikes made of gray goo at everything within 5 feet of it. Creatures in the area must succeed on a Reflex save (DC 10 + the impaler’s total modifier on ranged attack rolls) or be dealt 1d8 points of piercing damage and be knocked back 5 feet. Creatures that are pushed into walls or other vertical surfaces by this attack are pinned to those surfaces, and must free themselves as a standard action before they can move. Creatures which are pushed into other creatures or objects by this attack are knocked prone.

Launch Protean (Ex): A mother goo of 7th level or higher can launch her proteans into unoccupied spaces within 20 feet when she creates them.

Create Purger (Ex): Beginning at 10th level, a mother goo can absorb 10 units of catalyst worth of creatures she has created which are within 10 feet of her in order to transform into a purger. Transforming is a full-round action. As a purger, the mother goo becomes a large creature with a space and reach of 10 feet. She suffers a -1 size penalty on attack rolls, a -1 size penalty to AC, and a -4 size penalty on Hide checks, but she gains a +4 size bonus on grapple checks. She also gains DR 5/- and her slam attack is replaced with a tentacle attack which deals bludgeoning damage equal to 3d6+Str. After hitting a creature with her tentacle attack, the mother goo can begin a grapple as a free action without provoking attacks of opportunity. The mother goo’s purger form lasts for 1 minute. After this time, her extra mass decays and falls off, causing her to return to her normal size.

Create Large Protean (Su): As a standard action, a mother goo of 11th level or higher can expend 5 units of catalyst to create a formless mass known as a large protean. The large protean appears within 5 feet of the mother goo and acts on her turn, obeying her commands. The large protean can act immediately when created, taking a full round’s worth of actions at once.

Large Protean
N medium aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 14, touch 12, flat-footed 12
(+2 Dex, +2 natural armor)
HP: 5 units of catalyst
Immunities: None
Saves: Fort +7, Ref +3, Will +1
Speed: 20 feet (4 squares), Climb 10 feet (2 squares)
Melee: Slam +7 (1d8+2 bludgeoning)
Ranged: None
Space: 5 feet
Reach: 5 feet
Base Attack: +5
Grapple: +12
Special Abilities: Goo form
Special Attacks: None
Special Qualities: Amorphous
Abilities: Str 14, Dex 14, Con 16, Int 3, Wis 10, Cha 6
Feats: None
Skills: Balance +12, Climb +7, Hide +2, Jump +2, Listen +0, Move Silently +2, Spot +0, Swim +2

Goo Form (Su): As a full-round action, a large protean can permanently assume the form of a bastion, a carrier, or a pulverizer. Like the large protean, these creatures act on the mother goo’s turn and obey her commands. The large protean’s hit points are transferred to creatures that it transforms into.

Bastion
N medium aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 22, touch 12, flat-footed 20
(+2 Dex, +10 natural armor)
HP: 5 units of catalyst
Immunities: None
Saves: Fort +8, Ref +3, Will +1
Speed: 20 feet (4 squares)
Melee: Gore +7 (1d8+2 bludgeoning)
Ranged: None
Space: 5 feet
Reach: 5 feet
Base Attack: +5
Grapple: +12
Special Abilities: None
Special Attacks: None
Special Qualities: DR 2/-, spell barricade, walking shield
Abilities: Str 14, Dex 14, Con 18, Int 3, Wis 10, Cha 6
Feats: Improved Overrun, Power Attack
Skills: Balance +12, Climb +7, Hide +2, Jump +2, Listen +0, Move Silently +2, Spot +0, Swim +2

Spell Barricade (Ex): The bastion is an effective barrier for stopping area spells. When hit by an area spell or effect, such as a line, cone, or radius burst spell, a bastion casts a shadow in a line pointing away from the spell or effect’s origin. Creatures and objects in this shadow are unaffected by the spell or effect.

Walking Shield (Ex): Because of the bastion’s size and shape, creatures adjacent to it can take cover behind it as though it were a tower shield.

Carrier
N medium aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 18, touch 12, flat-footed 16
(+2 Dex, +6 natural armor)
HP: 5 units of catalyst
Immunities: None
Saves: Fort +7, Ref +3, Will +1
Speed: 30 feet (4 squares), Climb 15 feet (3 squares)
Melee: Bite +7 (1d8+2 slashing)
Ranged: None
Space: 5 feet
Reach: 5 feet
Base Attack: +5
Grapple: +12
Special Abilities: Transport goo
Special Attacks: Adhesive shot
Special Qualities: Amorphous
Abilities: Str 14, Dex 14, Con 16, Int 3, Wis 10, Cha 6
Feats: None
Skills: Balance +12, Climb +7, Hide +2, Jump +2, Listen +0, Move Silently +2, Spot +0, Swim +2

Transport Goo (Ex): A carrier can transport other gray goo creatures by carrying them around on its back. The carrier’s body automatically reshapes itself to ensure that these creatures do not fall off, even when it is moving on walls, ceilings, or narrow surfaces. A gray goo creature that is adjacent to the carrier can hop on as a move action, and hopping off is also a move action. The number of creatures that the carrier can carry at once is limited only by their total catalyst value, which cannot exceed 4. Creatures which are being transported can still take actions as normal.

Adhesive Shot (Ex): As a standard action, a carrier can lose 5 hit points in order to create a ball of gray goo, which it then launches at a creature within 30 feet, making a ranged touch attack to hit. If the ball hits, the target becomes entangled for 1 round.

Pulverizer
N medium aberration (gray goo)
Init: –
Senses: Listen +0, Spot +0
Languages: Goo
AC: 16, touch 12, flat-footed 14
(+2 Dex, +4 natural armor)
HP: 5 units of catalyst
Immunities: None
Saves: Fort +7, Ref +3, Will +1
Speed: 20 feet (4 squares)
Melee: Slam +9 or +7/+7 (1d8+4 bludgeoning)
Ranged: None
Space: 5 feet
Reach: 5 feet
Base Attack: +5
Grapple: +14
Special Abilities: None
Special Attacks: Pulverize
Special Qualities: None
Abilities: Str 18, Dex 14, Con 16, Int 3, Wis 10, Cha 6
Feats: Improved Bull Rush, Power Attack, Two-Weapon Fighting
Skills: Balance +12, Climb +9, Hide +2, Jump +4, Listen +0, Move Silently +2, Spot +0, Swim +4

Pulverize (Ex): The pulverizer’s slam attacks ignore up to 4 of an object’s hardness.