Corpseblood Gel (3.5e Template)

Corpseblood Gel
Summary::They look normal on the outside, but they are little more than bags of slime wearing the skin of a person.

Corpseblood Gel creatures are the victims of corpseblood disease, an insideous type of microscopic slime which gets in the wounds of others and begins to multiply, taking over the body functions of blood, muscle, and mind, leaving only a layer of skin and the skeleton it animates. They have the memories of their former host, but have but one purpose: to spread.

Corpseblood Gels are presumed to be a dangerous mutation of hemoplasm slimes, as they are known to carry the disease.

Creating a Corpseblood Gel
"Corpseblood Gel" is an acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature).

A corpseblood gel uses all the base creature’s statistics and special abilities except as noted here.

Size and Type
The corpseblood type changes to Type::Ooze with the Subtype::Augmented subtype. Do not change BAB, saves, or skill points.

Hit Dice
Any racial HD become d10s. Class HD are unaffected.

Attack
Slam (Ex): The corpseblood creature gains a slam attack with a pseudopod it can project from its mouth or any open wounds, dealing 1d6 + Strength modifier in damage (for a Medium creature).

Special Attacks
Infect (Ex): A corpseblood gel can infect others with corpseblood disease with a touch attack as a standard action and a Fortitude save, DC 10 + 1/2 HD + Con modifier. If the corpseblood gel is killed, on death they release a gout of slime forcing a save against infection. In addition, touching the body afterwards can force a save vs infection for up to 1d10 days later, after which the body melts away into a runny but harmless foul smelling fluid.

Slime Breath (Ex): 3/day, a corpseblood gel can release a high pressure gout of sticky projectile vomit and slime, spraying out in either a 30 ft. cone or a 60 ft. line. It deals 1d6 points of acid damage per HD, and has the effects of a tanglefoot bag. Those entangled by the effect continue to take an additional 1d6 points of acid damage a round until they become free, with a Reflex save for half, and no entanglement effect. The saving throw is 10 + 1/2 HD + Con modifier.

Special Qualities
Amorphous (Ex): The majority of the corpseblood gel's body is slime, and has no vital organs to injure. Corpseblood gels are immune to critical hits and sneak attacks. In fact, while they have functional eyes, they effectively sense in all directions and cannot be flanked.

Blindsight (Ex): Corpseblood gels can feel sound vibrations through the skin into their ooze body. They have blindsight out to 60 ft.

Damage Reduction (Ex): Corpseblood gels have DR/bludgeoning equal to half their HD (minimum 1).

Immunities (Ex): Corpseblood oozes are immune to acid, poison, sleep effects, paralysis, polymorph, and stunning. They no longer need to sleep. While they are not mindless and retain some intelligence, their utterly alien mindsets make them immune to mind-affecting effects.

Watery Insides (Ex): A corpseblood gel must remain moist, typically by drinking. They require twice as much hydration as a normal person, and count as a watery creature for the effects of dessicating spells and similar. The spell horrid wilting deals damage once die size greater (d8s).

Abilities
-2 Dex, +10 Con, -2 Int, -2 Wis, -2 Cha

Environment
Any

Organization
Corpseblood Gels have but one purpose, to multiply. A lone corpseblood gel will seek to use its newfound intelligence to bring the downfall of its companions, infecting them with the disease however it sees fit. Multiple corpseblood gels will work together to this single-minded goal, and are more than happy to employ the tools of trickery and deceit learned from their hosts' devoured bodies. A town of corpseblood gels is a town you cannot trust, for they will work in unison for your downfall.

Challenge Rating
CR +CR::2

Alignment
Always Neutral Evil

Level Adjustment
Level Adjustment::--