Dimunitive Plant (extraplanar)
Hit Dice: 1d8+4 (8 hp)
Speed: 5 ft. (1 squares), climb 5 ft.
Armor Class: 21 (+7 natural, +4 size), touch 14, flat-footed 21
Base Attack/Grapple: +0/-
Full Attack: -
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Entropic touch
Special Qualities: Damage reduction 5/-, infest, resistance to acid 10, plant traits, tremorsense 40 ft.
Saves: Fort +6, Ref +0, Will +2
Abilities: Str 1, Dex 10, Con 19, Int 1, Wis 14, Cha 11
Skills: Climb +10, Hide +18, Move Silently +6
Feats: Diehard(B), Endurance
Environment: Concordant Domain of the Outlands or any Urban
Challenge Rating: 1 (plus CR of any currently animated object)
Alignment: Always neutral
Advancement: 2-4 HD (Tiny), 5-9 HD (Small), 10-17 HD (Medium)
Level Adjustment: -
In its natural state a cobblecap appears as a large clump of shelf fungus groping slowly forward upon a mound of decomposed material. This is often a mulchy mix of wood and mud speckled with rust and glass dust. However, a cobblecap swarm is most often found attached to some object, speckling it as if it were a rotten log. They change color and texture to match the material, so that for example upon wood they appear wooden or on glass they become translucent and smooth. These objects are animated by its infestation, which it then uses as vehicle and bodyguard. This often gives the impression that an infested area is haunted as tables gallop about the room or wagons take off down the street on their own.
Cobblecaps evolved long ago within the city of Sigil and the surrounding portal towns where urbanization has so long existed that few but the deities themselves can remember when it was elsewise. It came to be able to live upon near any surface and eventually to bring life to the lifeless. However, because of the nature of the cities it has long since escaped to nearly every other plane in existence where it confounds and plagues its inhabitants.
If a cobblecap is threatened it is quick to flee upon one of its animated objects. If cornered however, it turns upon its persuer viciously.
Entropic Touch (Ex):
If it so wishes a cobblecap may undermine the structural integrity of whatever object it currently inhabits to take damage or change form as if using either the Rusting Grasp, Shatter, Transmute Rock to Mud, or *Wood Rot spell, depending on the material it occupies. Upon completely destroying the object, the cobblecap immediately removes itself from the remains.
*This spell is found in the Spell Compendium.
Once per round a cobblecap can move into the space of an inanimate object that takes up at least as much space as the creature, though no larger than three sizes above its own. This object animates as though by the spell Animate Objects.
A cobblecap in control of an object is treated as an attended magic item for the purpose of making saving throws, even if the cobblecap is specifically targeted. A cobblecap that is attached to the object is treated as a creature in a grapple for the purpose of striking at the cobblecap instead of the object (but the animated object is not considered grappled in turn). A cobblecap spreads itself all across this object, becoming invulnerable to weapon damage, though can be harmed by area affects as if it were a swarm.
While infesting, a cobblecap incorporates the material of the object within itself, taking on the hardness of whatever material the animated object is composed of. If the object is composed of various materials use the hardness of the predominant material.
A cobblecap has a +6 racial bonus on Climb, Hide, and Move Silently checks. They use their Dexterity modifier instead of their Strength modifier for Climb checks.