Pupathid (3.5e Monster)

''It's as if an illithid's head had been removed and inflated to grotesque proportions, more so than they already were. Covered in dozens of tiny red eyes and possessing three large tentacles, it drifts around silently observing its collection of human-shaped cocoons lined along the walls...''

Developed by illithids as a biological weapon generator, the pupathid is a biological machine itself. Appearing as a bloated blimp-like illithid head with mottled purple skin and somewhere between beholder, illithid, and SibriexFC1, this horror captures victims in cocoons and proceeds to transform them into biological and technological horrors with the grafts it is provided. Though quite intelligent, they lack a strong sense of free will and some suspect that the unusually artificial structures of veins and nerves, and small metallic studs, prove technological suppression of a much keener mind. Even others may suggest these things may actually be the heads of illithids dishonored and executed. But rather than die, their heads are recycled and repurposed, with machines dominating their now utterly insane and distorted sense of self. Perhaps it is a small mercy that no pupathid has yet to survive the removal of its metal studding.

Pupathids understand Common, Undercommon, and Qualith (the written language of illithids). However they do not speak, and other than the hissing of gas are eerily silent. They are about 4 ft in diameter and float naturally.

Combat
Pupathids are non-combat creatures, designed to be used for utility. They usually come in to modify prisoners already made helpless. If faced with danger they usually elect to run, unless it is a solitary creature weaker than it. Then it trips them, and cocoons them for future modification.

Cocoon : The pupathid can wrap grappled or helpless creatures in thick webbing, forming a preservative egg that immobilizes its targets. As a standard action the creature must make a Reflex save DC 19 (save partial), or be wrapped up and rendered immobile and helpless. Even on a successful save, the creature is entangled until they remove the webbing. It can use this ability and not break its grapple, though it must still succeed on opposed grapple checks. The creature can break out with a Strength check (also DC 19) or by having 20 points of damage done to the cocoon. However, damage to the cocoon is split between the cocoon and its entrapped victim. They can otherwise breath normally, and actually have their body sustained as if wearing a ring of sustenance. This turns out to be a bad thing, as cocooned creatures are inevitably subject to its fleshcrafting.

The webbing is actually resistance to fire (halving damage) and immune to sonic, but takes full damage from acid. It has hardness 4 and 20 hp.

Death Throes : The toxic gases which act both as a floatation control and a graft preservative erupt violently on the death of a pupathid. When they die they explode into a 10 ft radius cloud of toxic gas, 1d8 Wis/1d8 Wis, DC 19 Fortitude save (save negates). The cloud hangs around for 5 rounds before dissipating naturally. The saving throw is Constitution based.

Devour : A pupathid can consume the body fluids of creatures (specifically their spinal fluid) to heal. It can only devour helpless creatures or the recently dead (within 24 hours), restoring 5 hp per HD of the eaten creature. Devour is a full round action which provokes attacks of opportunity. It may devour a cocoon off a creature, absorbing half the amount as if it had eaten said creature. This does not harm the cocooned creature inside.

They may also devour limbs and grafts, storing them for later use in Fleshcrafting (see below).

Fleshcrafting : The pupathid can work on willing or helpless cocooned creatures and apply grafts, remove limbs, and other medical experiments. It can swallow grafts into its body and preserve them indefinitely, as long as the creature lives, and them apply said grafts to others. It is also not restricted by pre-requisite on which kinds of grafts it can apply; as long as it has the parts, it can perform the operation. When fleshcrafting, it latches onto the egg-like cocoon with its mouth and drills a hole in the top to begin surgery on its victim. After 1 hour the surgery is complete. If the pupathid is forcefully removed from the cocoon or the process is otherwise interrupted, both the pupathid and the victim must make a DC 15 Fortitude save or die from shock. Even then they are dazed for 1d4 rounds on a successful save.

Improved Grab : To use this ability, a pupathid must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Jet : Typically reserved for emergencies to escape while in wide-open areas, the pupathid can violently expel their high pressure internal gases to propel themselves at high speed. As a full-round action the pupathid can make a withdraw action in a straight line, moving up to x10 normal speed (200 ft). It leaves a line of poison gas (as per Death Throes) in its wake, which vanishes in 5 rounds. It may use this ability once per hour, and it loses its death throes ability during its cooldown.

Neat-Mindless : A pupathid is intelligent, but due to its many modifications barely has any free will of its own. As a result they get a +8 racial bonus against mind-affecting effects, except against the effects of illithid. For them, they take a -8 penalty.

Screech : As a standard action it can release a telepathic screech. While nothing more than noise to more, it alerts all friendly allies within 1 mile, as an alarm spell, as well as details exact location and the situation at hand. With this, pupathids make excellent sentries.