Justisaur
2003-10-24 00:35:51 UTC
I made this up since no one wanted to answer my questions. Now tear
apart my assumptions please.
v3.5 Errata'd Shapechange FAQ (unofficial, by Justisaur):
Do I use my Cha Mod for a creature's powers with a DC based on Cha?
Yes, your Cha has not changed.
Do I use my HD for a creature's powers based on HD? No, You turn into
the creature as listed, not with additional HD and the ability scores,
etc granted by that.
Can I add or use my caster level instead of it's normal one on a
creature's powers? No, unless it says "as a *insert your class here*"
then you may substitute your own caster level.
Do abilities that have duration persist after I change out of the form
that started it? Yes & No. If the ability is affecting someone else
such as a beholder's slow it has become separate from the creatures and
continues. If the ability is affecting the creature, it does not as
that is inherent to the creature.
Do abilities that have no duration persist after I change out of the
form that granted it? No. Effects created by those abilities persist
however.
Can I turn into a creature with a template? No, see Alter Self. Alter
Self does not allow creatures with templates, Polymorph acts as Alter
Self, Shapechange acts as Polymorph.
Do I get equipment that is standard for a creature? No
What if that equipment is listed as a supernatural or extraordinary
ability? No, you turn into the creature, not it's equipment.
What does "Familiar" mean for what shapes I can turn into? That's up to
your DM, but a reasonable interpretation is anything you have fought, or
summoned or created. Knowledge (the planes) should let you become
familiar with any extraplanar creatures on a successful check against a
DC = 20 + HD. Likewise, knowledge (dungeoneering) for aberrations &
oozes; knowledge (religion) for undead; knowledge (arcana) for dragons,
magical beasts & constructs; knowledge (nature) for animals, plants,
vermin, fey, giants & monstrous humanoids; knowledge (local) for
humanoids. While a simpl knowledge (the planes) DC 10 + HD should allow
you to know enough to cast planar binding and become familiar with an
extraplanar being.
What are some good forms to turn into? I've marked these from the 3.5
monster manual rating from one + to five, depending on how useful I
think they are, and pertinent abilities:
++++ Aboleth: Enslave (any living creature, as dominate person),
Aquatic, Slime & Mucus Cloud 8 HD. Purpose- Enslave
++ Achaierai: (Polymorphable) Black cloud (PBAE damage & Insanity 7th
lv). 50' move. 6 HD Familiarity: Planes. Purpose- Unavoidable Damage/
Insanity.
Angels: Tongues, Protective Aura (magic circle against evil, lesser
globe of invulnerability) resist fire & electricity 10, Immune to acid,
cold & petrifaction, Familiarity: Planes
+++ Angel, Planetar: HD 17. 90' fly, 25 str, DR 10/evil, SR 30,
Regeneration 10/evil, AC 19 natural,. Purpose- Denfensive Fighting.
++++ Angel, Solar: fly 150' DR 15/evil/epic, Regen 15/evil, 28 Str, 21
nAC, SR 32, HD 22. Purpose- Defensive Fighting.
Archons: Aura of Menace (like curse), Immune to electricity &
petrification, Magic Circle Against Evil, Teleport, Tonges.
++++ Hound Archon: Scent, SR 16, 9 nAC, DR 10/evil. Purpose - Teleport
+ Assassin Vine: 4hd, Blindsight, Camouflage, Purpose- Blindsight 30'
+++++ Beholder: 11 HD, Eye rays: Charm person/monster, Disintegrate,
Fear, Finger of Death, Flesh to Stone, Inflict Moderate Wounds, Sleep,
Slow, Telekinesis, Antimagic Cone. Fly 20' nAC 15, Can't be flanked.
Purpose: 3 "rays" per round/ anti-magic cone/ Charming (best for
sorcerers)
+ Carrion Crawler: 8 paralysis attacks. Purpose - paralyze (not likely
to work due to low DC, but large # of attacks always make the
possibility of a 1)
++++ Choker: Improved Grab, Constrict, Speed 20' 10' climb, Quickness.
HD 3 Purpose - Quickness (gets extra standard action, gives ability to
cast 2 spells) (unsure if casting is possible in this form).
++ Cloaker: Moan (fear/paralysis effects), Engulf, Shadow Shift (mirror
image, concealment or silent image) HD 6. Purpose: Mirror Image.
+ Couatl: Ethereal Jaunt, Telepathy, Poison, 60' fly. 9 HD. Purpose:
Ethereal Jaunt.
++ Delver: 15 HD, +15 nAC, Immune to acid, Stone Shape, Burrow,
Corrosive Slime (damage, dissolves armor & weapons). Purpose: Stone
Shape/Destroy opponents weapons & armor
Demons: Immunity to electricity & poison, resist acid, cold & fire.
+ Demon, Babau: 7 HD, 2d6 Sneak Attack (Polymorphable), Slime, DR10/cold
iron/good. SR 14, telepathy 100', Str 21. +8 on Hide, Search, Listen,
Move Silently Purpose: Sneak Attack / Searching.
++++ Demon, Balor: 20 HD, 90' fly, 19 nAC, SR28, Str 35, DR 15/cold iron
or good, True Sight, Death Throes (100pt ae), Flaming Body (damage
shield). Purpose: True Sight/General Fighting, Suicide Fire Bombing.
++ Demon, Bebilith: 12 HD, DR 10/good, plane shift, scent, teleptathy
100', Rend Armor, Web, Poison 1d6/2d6 Con (Polymorphable). Purpose:
Nasty Poison, destroy armor Plane Shift.
++ Demon, Glabrezu: 12 HD, DR 10/good, SR 21, 19 nAC, Improved Grab,
Telepathy, 31 Str, True Sight. Purpose: True Sight/General Fighting.
++ Demon, Marilith: 16 HD, DR 10/good & cold Iron, 16 nAC, Improved
Grab, Telepathy, 29 Str, Constrict. Purpose: 5 Extra HTH Attacks.
+ Retriever: 10 HD, Eye Ray (12d6 or flesh to stone) usable with a
physical attack. Improved Grab, Fast Healing 5. Purpose: Extra magic
attack, healing.
+ Destrichan: 8 HD, 100' Blindsight, Destructive Harmonics. Purpose:
Blindsight
Devil: Immunity to fire & poison, resist acid & cold. See in Darkness,
Telepathy.
+ Khyton: 8 HD, DR 5, Regen 2/ silver or good, SR 18, Dancing Chains, +8
craft with metal. Purpose: Metalworking check or fighting chain
wielders.
+++ Devil, Horned: 15 HD, DR 10 Regen 5/ good & silver, +19 nAC, 31 Str,
SR 28, Infernal Wound. Purpose: General/Darkness Fighting.
+++++ Devil, Pit Fiend: 18 HD, DR 15 Regen 5/good & silver, +23 nAC, 37
Str, SR 32, Constrict, Disease, Fear Aura, Poison (d6 Con/Death).
Darkness/General Fighting, Str.
++ Dragons: 150'+ Flight, Blindsense 60', Keen Sight (120'), Breath
Weapon. Purpose: Fastest Flight at high HD, General Fighting,
Impressing people.
Blue Dragon: Sound Imitation
White Dragon: Icewalking
Bronze Dragon: Repulsion breath
Copper Dragon: Slow breath
Gold Dragon: best AC, Str, etc. of the dragons, str damage breath.
Silver Dragon: paralyzing breath, Cloudwalking.
+++ Dragon Turtle: 12 HD, Capsize, 12d6 Steam Breath Weapon, Snatch,
Immune to Fire Sleep & Poison, +17 nAC. Purpose: Capsize/Aquatic
Fighting.
++ Eladrin, Ghaele: HD 10, Fly 150' (perfect), DR 10/cold iron & evil,
SR 28, Incorporeal, Light Rays (2d12 ignores all DR), Gaze (destroys 5
hd or less evil creatures, fears higher), . Protective Aura Purpose:
Destroy low lv evil, Do damage while incorporeal, Best Flight.
++ Earth Elemental: Earth Glide (20-30' burrow, no tunnel).
+ Ettin: 10 HD, Superior Two weapon fighting (no penalties,
Polymorphable)
++++ Formian Taskmaster: HD 6, Dominate Monster (only up to large, max 4
creatures, cannot affect creatures that have saved within 24 hours).
+++ Giant, Cloud: 17 HD, Rock Catching, Rock Throwing, Oversized Weapon
(can use Gargantuan Weapons), Scent, 35 Str, 12 nAC. Purpose Gargantuan
Weapon Fighting, Str, Distant Ranged Combat.
+++ Giant, Storm: 19 HD, Rock Catching, Rock Throwing, 39 Str, Water
Breathing, +8 Swim. Purpose: Freedom of Movement, Underwater Fighting,
Str.
++ Frost Worm 14 HD, Trill (paralyze PBAoE), Breath Weapon (15d6 cold),
Cold (d8 damage shield), Death Throes (20d6 cold/physical ae when
dies). Purpose - fighting Cold vulnerable, Suicide Cold Bombing.
++ Clay Golem: 11 HD, DR 10/adamantine & bludgeoning, Immune to Magic,
Berzerk, Cursed Wound, Haste, Acid heals (Polymorphable except for
Haste). Purpose: Prevent Healing, Dangerous to assume form due to
berserk though, No verbal/somatic compoenents while in form
+++ Stone Golem: 14 HD, DR 10/adamantine, Immune to Magic, Slow
(Polymorphable except for slow). Purpose: Slow, Good hard to overcome
DR, fighting magic. No verbal/somatic components while in form
++++ Iron Golem: 18 HD, DR 15/adamantine, Immune to Magic, Breath
weapon: (free action! d4/3d4 Con), Fire heals, Str 33. Purpose: Weapon
Fighting, Hard DR, Fighting Fire/Magic. No verbal/somatic compoenents
while in form.
++ Grimlock: 2 HD, Blindsight 40' (Polymorphable), +10 Hide. Purpose:
Only humanoid (that can cast spells) with Blindsight.
Guardinals: Immune to Electricity & Petrification, Resist Cold & Sonic &
Poison, Lay on Hands (Up to total HP per day), Speak with animals.
+ Gaurdinal, Avoral: 90' flight. 7 HD, +8 spot, True Seeing, Fear Aura,
DR 10/evil or silver, SR 25. Purpose: Spot, Heal.
++ Guardinal, Leonal: 12 HD, Pounce, Rake, Improved Grab, 27 Str, Roar
(Holy Word + 2d6 sonic), Protective Aura, DR 10/evil or silver.
Purpose: Holy Word, Heal.
++ Sea Hag: 3 HD, Evil Eye(Stunned for 3 days/death), Horrific
Appearance (2d6 Str drain, just looking at it).
+ Harpy: Captivating Song (300' radius charm)
++++ Hydra: Fast Healing 22, Breath Weapon (3d6 fire or cold each head
on pyro or cryo hyrdra) (Polymorphable). Purpose: Best Fast Healing,
Lots of attacks, up to 36d6 breath weapons.
+++++ Inevitable, Kolyarut: 13 HD, Vampiric Touch (iterative, 5d6),
Enveration Ray, DR 10/chaotic, Fast Healing 5, SR 22, +4 Disguise,
Gather Information, & Sense Motive, Construct. Purpose: Gain Temporary
HP, Drain Enemies. (at 20th w/ haste & tensor's transformation do up to
25d6 vampiric touching a round)
++++ Inevitable, Marut: 15 HD, Str 35, 16 nAC, fists of thunder &
lightning (3d6 sonic & electricity damage on slam), Fast Healing 10 & DR
15/chaotic, SR 25, +4 concentration, spot & listen, Construct. Purpose:
Str, General Fighting while healing, spellcasting with concentration
checks.
++ Invisible Stalker: 8 HD, 30' fly, Natural Invisibility, Improved
tracking. (unsure if casting is possible in this form).
+ Medusa: 6 HD, Petrifaction Gaze, Poison.
++ Mind Flayer: 8 HD, Mind Blast (3d4 rounds stun), Improved Grab,
Extract(removes brain), SR 25, 100' telepathy. Purpose: Mind Blast
+ Mohrg: 14 HD, Undead, Paralyze, Improved Grab, Create Spawn. Purpose:
Create Spawn
++++ Nightcrawler: 25 HD, Undead, Summon Undead, Improved Grab, Swallow
Whole, Energy drain, Poison (2d6 Str), 48 Str, Burrow 60', 29 nAC,
Desecrating Aura (Desecrate 20'), DR 15/silver or magic, SR 31,
Tremorsense 60'. Purpose: Summon Undead, Str, Poison, Burrowing,
General Fighting - no arms.
++++ Nightwalker: 21 HD, Undead, Summon Undead, Crush Item, Evil Gaze
(Paralysis), 38 Str, DR 15/Silver or magic, SR 29, telepathy 100'.
Purpose: Str, General Fighting, Paralyze, Summon Undead.
+++ Nightwing: 17 HD, Summon Undead.
+ Nymph: 6 HD, Blinding Beauty, Stunning Glance, DR 10/Cold Iron, Wild
Empathy +6, Unearthly Grace (add Cha to all saves & AC). Purpose:
Unearthly Grace, Wild Empathy.
+ Purple Worm: 16 HD, 35 Str, Improved Grab, Swallow Whole, Poison. 20'
burrow Purpose Str, tremorsense, burrow.
+ Rakasha: 7 HD, DR 15/good & piercing, SR 27. Purpose: Detect
Thoughts.
++ Ravid: 3 HD, Animate Objects.
+ Rust Monster: 5 HD, Rust (Polymorphable)
+ Greater Shadow: 9 HD, Incorporeal Undead, Str Drain, Create Spawn.
Purpose: Create Spawn.
+ Death Slaad: 15 HD, DR 10/lawful, Fast Healing 5, Immunity to sonic,
telepathy, Str 21, Stun. Fighting sonic using creatures.
+ Spectre 7 HD, Incorporeal Undead, Energy Drain, Create Spawn.
Purpose: Create Spawn.
++ Spider Eater: 4 HD, Freedom of Movement
++++ Titan: 20 HD, 19 nAC, DR 15/lawful, SR 32 Str 43, Oversized Weapon
(Gargantuan with no penalty). Purpose: Highest Str humanoid.
+ Treant: 7 HD, DR 10/slashing, 29 Str, Double Damage Against Objects,
Trample (Polymorphable). Purpose - Breaking things.
++++ Vampire Spawn: 4 HD, Undead, Blood Drain (d4 con), Dominate person,
Energy Drain, DR 5/Silver, Fast Healing 2, Gaseous Form, Spider Climb,
+4 Bluff, Hide, Listen, Move Silently, Sense Motive, Search, Spot.
Purpose: Dominate.
+ Wight: 4 HD, Undead, Energy Drain, Create Spawn.
++ Will oWisp: 9 HD, 50' fly, natural invisibility, immune to magic
(Polymorphable).
+ Wraith: 5 HD, Incorporeal Undead, Con Drain, Create Spawn.
+ Wyvern: 7 HD, Improved Grab, Poison(2d6/2d6 Con) (Polymorphable).
++ Ythrak: 12 HD, Blindsight 120', 60' Fly, Sonic lance (6d6 sonic),
Immune to gazes. Purpose: Best blindsight, fighting gaze creatues.
I think the Kolyarut is the nastiest use of Shapechange if you have
tensor's transformation, doing lots of damage & gaining temporary HP
while you are in the form. Any of the undead can be used to create an
army of them; however controlling them after you change or shapechange
expires could be difficult. Along the same lines the Formian
Taskmaster, Aboleth & Vampire Spawn are great for forming your army of
dominated monsters. The Beholder would be terrible in the hands of a
Sorcerer being able to disintegrate, finger of death & charm monster
every round while keeping something in an anti-magic field. The choker
is great for a wizard who wants to cast 2 spells a round. The
Guardinals are great for healing up HP in a hurry, and the Hydra is best
for fighting while healing. If you are fighting spell casters or
heavily magical creatures turn into a golem for immunity to magic.
There is also a variety of spells & skills available, from teleport from
the Archons to a lowly +2 to Craft trapmaking from kobolds
apart my assumptions please.
v3.5 Errata'd Shapechange FAQ (unofficial, by Justisaur):
Do I use my Cha Mod for a creature's powers with a DC based on Cha?
Yes, your Cha has not changed.
Do I use my HD for a creature's powers based on HD? No, You turn into
the creature as listed, not with additional HD and the ability scores,
etc granted by that.
Can I add or use my caster level instead of it's normal one on a
creature's powers? No, unless it says "as a *insert your class here*"
then you may substitute your own caster level.
Do abilities that have duration persist after I change out of the form
that started it? Yes & No. If the ability is affecting someone else
such as a beholder's slow it has become separate from the creatures and
continues. If the ability is affecting the creature, it does not as
that is inherent to the creature.
Do abilities that have no duration persist after I change out of the
form that granted it? No. Effects created by those abilities persist
however.
Can I turn into a creature with a template? No, see Alter Self. Alter
Self does not allow creatures with templates, Polymorph acts as Alter
Self, Shapechange acts as Polymorph.
Do I get equipment that is standard for a creature? No
What if that equipment is listed as a supernatural or extraordinary
ability? No, you turn into the creature, not it's equipment.
What does "Familiar" mean for what shapes I can turn into? That's up to
your DM, but a reasonable interpretation is anything you have fought, or
summoned or created. Knowledge (the planes) should let you become
familiar with any extraplanar creatures on a successful check against a
DC = 20 + HD. Likewise, knowledge (dungeoneering) for aberrations &
oozes; knowledge (religion) for undead; knowledge (arcana) for dragons,
magical beasts & constructs; knowledge (nature) for animals, plants,
vermin, fey, giants & monstrous humanoids; knowledge (local) for
humanoids. While a simpl knowledge (the planes) DC 10 + HD should allow
you to know enough to cast planar binding and become familiar with an
extraplanar being.
What are some good forms to turn into? I've marked these from the 3.5
monster manual rating from one + to five, depending on how useful I
think they are, and pertinent abilities:
++++ Aboleth: Enslave (any living creature, as dominate person),
Aquatic, Slime & Mucus Cloud 8 HD. Purpose- Enslave
++ Achaierai: (Polymorphable) Black cloud (PBAE damage & Insanity 7th
lv). 50' move. 6 HD Familiarity: Planes. Purpose- Unavoidable Damage/
Insanity.
Angels: Tongues, Protective Aura (magic circle against evil, lesser
globe of invulnerability) resist fire & electricity 10, Immune to acid,
cold & petrifaction, Familiarity: Planes
+++ Angel, Planetar: HD 17. 90' fly, 25 str, DR 10/evil, SR 30,
Regeneration 10/evil, AC 19 natural,. Purpose- Denfensive Fighting.
++++ Angel, Solar: fly 150' DR 15/evil/epic, Regen 15/evil, 28 Str, 21
nAC, SR 32, HD 22. Purpose- Defensive Fighting.
Archons: Aura of Menace (like curse), Immune to electricity &
petrification, Magic Circle Against Evil, Teleport, Tonges.
++++ Hound Archon: Scent, SR 16, 9 nAC, DR 10/evil. Purpose - Teleport
+ Assassin Vine: 4hd, Blindsight, Camouflage, Purpose- Blindsight 30'
+++++ Beholder: 11 HD, Eye rays: Charm person/monster, Disintegrate,
Fear, Finger of Death, Flesh to Stone, Inflict Moderate Wounds, Sleep,
Slow, Telekinesis, Antimagic Cone. Fly 20' nAC 15, Can't be flanked.
Purpose: 3 "rays" per round/ anti-magic cone/ Charming (best for
sorcerers)
+ Carrion Crawler: 8 paralysis attacks. Purpose - paralyze (not likely
to work due to low DC, but large # of attacks always make the
possibility of a 1)
++++ Choker: Improved Grab, Constrict, Speed 20' 10' climb, Quickness.
HD 3 Purpose - Quickness (gets extra standard action, gives ability to
cast 2 spells) (unsure if casting is possible in this form).
++ Cloaker: Moan (fear/paralysis effects), Engulf, Shadow Shift (mirror
image, concealment or silent image) HD 6. Purpose: Mirror Image.
+ Couatl: Ethereal Jaunt, Telepathy, Poison, 60' fly. 9 HD. Purpose:
Ethereal Jaunt.
++ Delver: 15 HD, +15 nAC, Immune to acid, Stone Shape, Burrow,
Corrosive Slime (damage, dissolves armor & weapons). Purpose: Stone
Shape/Destroy opponents weapons & armor
Demons: Immunity to electricity & poison, resist acid, cold & fire.
+ Demon, Babau: 7 HD, 2d6 Sneak Attack (Polymorphable), Slime, DR10/cold
iron/good. SR 14, telepathy 100', Str 21. +8 on Hide, Search, Listen,
Move Silently Purpose: Sneak Attack / Searching.
++++ Demon, Balor: 20 HD, 90' fly, 19 nAC, SR28, Str 35, DR 15/cold iron
or good, True Sight, Death Throes (100pt ae), Flaming Body (damage
shield). Purpose: True Sight/General Fighting, Suicide Fire Bombing.
++ Demon, Bebilith: 12 HD, DR 10/good, plane shift, scent, teleptathy
100', Rend Armor, Web, Poison 1d6/2d6 Con (Polymorphable). Purpose:
Nasty Poison, destroy armor Plane Shift.
++ Demon, Glabrezu: 12 HD, DR 10/good, SR 21, 19 nAC, Improved Grab,
Telepathy, 31 Str, True Sight. Purpose: True Sight/General Fighting.
++ Demon, Marilith: 16 HD, DR 10/good & cold Iron, 16 nAC, Improved
Grab, Telepathy, 29 Str, Constrict. Purpose: 5 Extra HTH Attacks.
+ Retriever: 10 HD, Eye Ray (12d6 or flesh to stone) usable with a
physical attack. Improved Grab, Fast Healing 5. Purpose: Extra magic
attack, healing.
+ Destrichan: 8 HD, 100' Blindsight, Destructive Harmonics. Purpose:
Blindsight
Devil: Immunity to fire & poison, resist acid & cold. See in Darkness,
Telepathy.
+ Khyton: 8 HD, DR 5, Regen 2/ silver or good, SR 18, Dancing Chains, +8
craft with metal. Purpose: Metalworking check or fighting chain
wielders.
+++ Devil, Horned: 15 HD, DR 10 Regen 5/ good & silver, +19 nAC, 31 Str,
SR 28, Infernal Wound. Purpose: General/Darkness Fighting.
+++++ Devil, Pit Fiend: 18 HD, DR 15 Regen 5/good & silver, +23 nAC, 37
Str, SR 32, Constrict, Disease, Fear Aura, Poison (d6 Con/Death).
Darkness/General Fighting, Str.
++ Dragons: 150'+ Flight, Blindsense 60', Keen Sight (120'), Breath
Weapon. Purpose: Fastest Flight at high HD, General Fighting,
Impressing people.
Blue Dragon: Sound Imitation
White Dragon: Icewalking
Bronze Dragon: Repulsion breath
Copper Dragon: Slow breath
Gold Dragon: best AC, Str, etc. of the dragons, str damage breath.
Silver Dragon: paralyzing breath, Cloudwalking.
+++ Dragon Turtle: 12 HD, Capsize, 12d6 Steam Breath Weapon, Snatch,
Immune to Fire Sleep & Poison, +17 nAC. Purpose: Capsize/Aquatic
Fighting.
++ Eladrin, Ghaele: HD 10, Fly 150' (perfect), DR 10/cold iron & evil,
SR 28, Incorporeal, Light Rays (2d12 ignores all DR), Gaze (destroys 5
hd or less evil creatures, fears higher), . Protective Aura Purpose:
Destroy low lv evil, Do damage while incorporeal, Best Flight.
++ Earth Elemental: Earth Glide (20-30' burrow, no tunnel).
+ Ettin: 10 HD, Superior Two weapon fighting (no penalties,
Polymorphable)
++++ Formian Taskmaster: HD 6, Dominate Monster (only up to large, max 4
creatures, cannot affect creatures that have saved within 24 hours).
+++ Giant, Cloud: 17 HD, Rock Catching, Rock Throwing, Oversized Weapon
(can use Gargantuan Weapons), Scent, 35 Str, 12 nAC. Purpose Gargantuan
Weapon Fighting, Str, Distant Ranged Combat.
+++ Giant, Storm: 19 HD, Rock Catching, Rock Throwing, 39 Str, Water
Breathing, +8 Swim. Purpose: Freedom of Movement, Underwater Fighting,
Str.
++ Frost Worm 14 HD, Trill (paralyze PBAoE), Breath Weapon (15d6 cold),
Cold (d8 damage shield), Death Throes (20d6 cold/physical ae when
dies). Purpose - fighting Cold vulnerable, Suicide Cold Bombing.
++ Clay Golem: 11 HD, DR 10/adamantine & bludgeoning, Immune to Magic,
Berzerk, Cursed Wound, Haste, Acid heals (Polymorphable except for
Haste). Purpose: Prevent Healing, Dangerous to assume form due to
berserk though, No verbal/somatic compoenents while in form
+++ Stone Golem: 14 HD, DR 10/adamantine, Immune to Magic, Slow
(Polymorphable except for slow). Purpose: Slow, Good hard to overcome
DR, fighting magic. No verbal/somatic components while in form
++++ Iron Golem: 18 HD, DR 15/adamantine, Immune to Magic, Breath
weapon: (free action! d4/3d4 Con), Fire heals, Str 33. Purpose: Weapon
Fighting, Hard DR, Fighting Fire/Magic. No verbal/somatic compoenents
while in form.
++ Grimlock: 2 HD, Blindsight 40' (Polymorphable), +10 Hide. Purpose:
Only humanoid (that can cast spells) with Blindsight.
Guardinals: Immune to Electricity & Petrification, Resist Cold & Sonic &
Poison, Lay on Hands (Up to total HP per day), Speak with animals.
+ Gaurdinal, Avoral: 90' flight. 7 HD, +8 spot, True Seeing, Fear Aura,
DR 10/evil or silver, SR 25. Purpose: Spot, Heal.
++ Guardinal, Leonal: 12 HD, Pounce, Rake, Improved Grab, 27 Str, Roar
(Holy Word + 2d6 sonic), Protective Aura, DR 10/evil or silver.
Purpose: Holy Word, Heal.
++ Sea Hag: 3 HD, Evil Eye(Stunned for 3 days/death), Horrific
Appearance (2d6 Str drain, just looking at it).
+ Harpy: Captivating Song (300' radius charm)
++++ Hydra: Fast Healing 22, Breath Weapon (3d6 fire or cold each head
on pyro or cryo hyrdra) (Polymorphable). Purpose: Best Fast Healing,
Lots of attacks, up to 36d6 breath weapons.
+++++ Inevitable, Kolyarut: 13 HD, Vampiric Touch (iterative, 5d6),
Enveration Ray, DR 10/chaotic, Fast Healing 5, SR 22, +4 Disguise,
Gather Information, & Sense Motive, Construct. Purpose: Gain Temporary
HP, Drain Enemies. (at 20th w/ haste & tensor's transformation do up to
25d6 vampiric touching a round)
++++ Inevitable, Marut: 15 HD, Str 35, 16 nAC, fists of thunder &
lightning (3d6 sonic & electricity damage on slam), Fast Healing 10 & DR
15/chaotic, SR 25, +4 concentration, spot & listen, Construct. Purpose:
Str, General Fighting while healing, spellcasting with concentration
checks.
++ Invisible Stalker: 8 HD, 30' fly, Natural Invisibility, Improved
tracking. (unsure if casting is possible in this form).
+ Medusa: 6 HD, Petrifaction Gaze, Poison.
++ Mind Flayer: 8 HD, Mind Blast (3d4 rounds stun), Improved Grab,
Extract(removes brain), SR 25, 100' telepathy. Purpose: Mind Blast
+ Mohrg: 14 HD, Undead, Paralyze, Improved Grab, Create Spawn. Purpose:
Create Spawn
++++ Nightcrawler: 25 HD, Undead, Summon Undead, Improved Grab, Swallow
Whole, Energy drain, Poison (2d6 Str), 48 Str, Burrow 60', 29 nAC,
Desecrating Aura (Desecrate 20'), DR 15/silver or magic, SR 31,
Tremorsense 60'. Purpose: Summon Undead, Str, Poison, Burrowing,
General Fighting - no arms.
++++ Nightwalker: 21 HD, Undead, Summon Undead, Crush Item, Evil Gaze
(Paralysis), 38 Str, DR 15/Silver or magic, SR 29, telepathy 100'.
Purpose: Str, General Fighting, Paralyze, Summon Undead.
+++ Nightwing: 17 HD, Summon Undead.
+ Nymph: 6 HD, Blinding Beauty, Stunning Glance, DR 10/Cold Iron, Wild
Empathy +6, Unearthly Grace (add Cha to all saves & AC). Purpose:
Unearthly Grace, Wild Empathy.
+ Purple Worm: 16 HD, 35 Str, Improved Grab, Swallow Whole, Poison. 20'
burrow Purpose Str, tremorsense, burrow.
+ Rakasha: 7 HD, DR 15/good & piercing, SR 27. Purpose: Detect
Thoughts.
++ Ravid: 3 HD, Animate Objects.
+ Rust Monster: 5 HD, Rust (Polymorphable)
+ Greater Shadow: 9 HD, Incorporeal Undead, Str Drain, Create Spawn.
Purpose: Create Spawn.
+ Death Slaad: 15 HD, DR 10/lawful, Fast Healing 5, Immunity to sonic,
telepathy, Str 21, Stun. Fighting sonic using creatures.
+ Spectre 7 HD, Incorporeal Undead, Energy Drain, Create Spawn.
Purpose: Create Spawn.
++ Spider Eater: 4 HD, Freedom of Movement
++++ Titan: 20 HD, 19 nAC, DR 15/lawful, SR 32 Str 43, Oversized Weapon
(Gargantuan with no penalty). Purpose: Highest Str humanoid.
+ Treant: 7 HD, DR 10/slashing, 29 Str, Double Damage Against Objects,
Trample (Polymorphable). Purpose - Breaking things.
++++ Vampire Spawn: 4 HD, Undead, Blood Drain (d4 con), Dominate person,
Energy Drain, DR 5/Silver, Fast Healing 2, Gaseous Form, Spider Climb,
+4 Bluff, Hide, Listen, Move Silently, Sense Motive, Search, Spot.
Purpose: Dominate.
+ Wight: 4 HD, Undead, Energy Drain, Create Spawn.
++ Will oWisp: 9 HD, 50' fly, natural invisibility, immune to magic
(Polymorphable).
+ Wraith: 5 HD, Incorporeal Undead, Con Drain, Create Spawn.
+ Wyvern: 7 HD, Improved Grab, Poison(2d6/2d6 Con) (Polymorphable).
++ Ythrak: 12 HD, Blindsight 120', 60' Fly, Sonic lance (6d6 sonic),
Immune to gazes. Purpose: Best blindsight, fighting gaze creatues.
I think the Kolyarut is the nastiest use of Shapechange if you have
tensor's transformation, doing lots of damage & gaining temporary HP
while you are in the form. Any of the undead can be used to create an
army of them; however controlling them after you change or shapechange
expires could be difficult. Along the same lines the Formian
Taskmaster, Aboleth & Vampire Spawn are great for forming your army of
dominated monsters. The Beholder would be terrible in the hands of a
Sorcerer being able to disintegrate, finger of death & charm monster
every round while keeping something in an anti-magic field. The choker
is great for a wizard who wants to cast 2 spells a round. The
Guardinals are great for healing up HP in a hurry, and the Hydra is best
for fighting while healing. If you are fighting spell casters or
heavily magical creatures turn into a golem for immunity to magic.
There is also a variety of spells & skills available, from teleport from
the Archons to a lowly +2 to Craft trapmaking from kobolds
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.