forgotten monster...need help [Archive] - Wizards Community

Post/Author/DateTimePost
take_warning

10-14-04, 06:54 PM
this may be from a Monster Manual, or a Dragon Magazine issue.
this monster is a "slime", or succubi, that attaches to a person.
Can take the form of anything: Tattoo, satchel, belt, etc.
Benefits: absorbes poison (thats all I can remember)
Side-Effects: Person does not gain HP after resting, sleeping, etc.

just wondering if this rings a bell to anyone. Would really like name of monster.
Raymond_Luxury_Yacht

10-14-04, 07:53 PM
I vaguely recall something like that back in 2e. It took the form of leather items. Its name started with a "G", I believe. I'll check back later when I find my Monstrous Compendium Annual 2.
devinmdp

10-14-04, 08:01 PM
this may be from a Monster Manual, or a Dragon Magazine issue.
this monster is a "slime", or succubi, that attaches to a person.
Can take the form of anything: Tattoo, satchel, belt, etc.
Benefits: absorbes poison (thats all I can remember)
Side-Effects: Person does not gain HP after resting, sleeping, etc.

just wondering if this rings a bell to anyone. Would really like name of monster.

Hmm...this is not exactly as you describe, but it seems somewhat close:

Carapace (AC 10, MV 1, HD 2+2, hp 15 ea, THAC0 19, #ATT 1, D 1-2, SA transform (see below), SD transform (see below), AL N, XP 175 ea, Source: Monstrous Compendium 4)

Transformation: When the fungus contacts flesh (or vice versa) it creates a gluey bond between the two. Unless the fungus is dispatched in the next round it begins to spread over the host's skin and attacks that damage the fungus damage the host equally. At this time a Cure Disease will kill it.

After a certain amount of time, the carapace finishes covering the victim and hardens (1 day for size T, 2 days for S, 4 days for M, 9 days for L, 2 weeks for H, and a month for G) giving the host an AC improvement of 2 at the cost of 1 CON. At this point Cure Disease is ineffective. The host can regenerate at 1 hit point per round for up to a day at the cost of 1 CON. The carapace will always activate this to keep its host at half original hit points. If the total points regenerated in a day is less than or equal to the host's CON, no CON is lost if the number of regenerate hit points or less is rolled on 3D6).

The carapace absorbs poisons and mental attacks, making the host immune to poisons, mind-affecting spells, and psionics. If the host is psionic, the carapace absorbs its PSPs as well. The carapace is also immune to fire, protecting the host as well.