Kopyoari (3.5e Monster)
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|Size/Type:||Large Aberration (Augmented Construct, Living Construct)|
|Hit Dice:||9d8+82 (164 hp)|
|Speed:||30 ft, burrow 30 ft, climb 30 ft, swim 30 ft|
|Armor Class:||19 (+1 dex, +9 natural, -1 size), touch 10, flat-footed 19|
|Attack:||Morph Attack +10 melee (2d6+10, 20/x2)|
|Full Attack:||Three Morph Attacks +10 (2d6+10, 20/x2)|
|Space/Reach:||10 ft/10 ft|
|Special Attacks:||Morph, Nano Probe, Song of the Weave|
|Special Qualities:||Adaptability, All Around Vision, Amorphous, Extraordinary Health, Immunities, Kopyoari Traits, Magic Immunity, Regeneration 10, Universal Damage Resistance 5/-|
|Saves:||Fort +14, Ref +7, Will +5|
|Abilities:||Str 19, Dex 12, Con 27, Int 11, Wis 14, Cha 20|
|Skills:||Climb +12, Craft All +12, Disguise +15, Spot +6, Swim +12, Use Magic Device +17, All Others +4 before modifier|
|Feats:||Jack of All TradesB, Combat ExpertiseB, Combat ReflexesB, Improved Combat TrickB, Weapon Focus|Morph Attack, Greater Combat Trick, Power Attack, Universal Expert (Craft)|
|Organization:||Solitary or Cluster (2-12)|
|Alignment:||Always True Neutral|
|Advancement:||10-18 HD (Large), 19-27 HD (Huge), 28-36 HD (Gargantuan), 37-45 HD (Colossal)|
Little more than a black amorphous mass of nanoplasm, the kopyoari is never-the-less scaled haphazardly with an ever-churning array of disturbingly organic body parts. Its similarities to the mythological shoggoth are unmistakable, as is their function, but this being is not the product of eldritch aliens.
Used as heavy multipurpose tools for an entity known as the Nanoplast Mind, these creatures are amorphous blobs of nanoplasm that can take on any shape they desire. Through their shapeshifting, general durability, and ability to always have the right tool for the job these servitors work tirelessly to build, destroy, and alter their surroundings as instructed. For though they possess a human's intellect, they are devoid of free will and determination.
Kopyoaris are known to possess strange quirks when left alone. They tend to sing harmonious but perhaps unintentionally disturbing choral songs, whose rhythm and mood is can be seen as offputting. This may be a side effect of one of their functions which interacts with magical energies in the air and in magically inclined targets, and renders them altered.
Kopyoaris do not speak, but often sing in apparently random languages, including some which are lost, have not been invented yet, or do not exist. Their shape size and weight changes often, but they are usually about 10 feet wide, 5 ft tall, and 2000 lbs in their natural form.
Kopyoaris immediately transform into the creature ideal for the situation, and attack until the offending creature has been defeated with no particular care for their own safety. They do, however, begin to cry out when below 50% of their health. This attracts more kopyoaris to the area leading to protracted or perhaps endless battles.
Adaptability (Ex): After 1 round after being attacked, a kopyoari adapts to attacks against it. Any further damage of those types are reduced to 50%. After 2 rounds of exposure, further damage is reduced by to 25%. After 3 rounds of exposure, the kopyoari becomes immune to that damage type. However, the memory of this ability is short and any resistances or immunities fade after 1 round of not receiving that type of damage. Therefore it is ideal to switch between physical and energy damage types each round to prevent adaptation.
In addition, the kopyoari is under a constant extraordinary adapt body effect.
All Around Vision (Ex): The kopyoari has no front or back, and cannot be flanked. It's many eyes grant a +4 racial bonus to Spot, but a -4 penalty on saves against gaze attacks.
Amorphous (Ex): The kopyoari can flow like a liquid, and pass through any crack or hole as small as an inch across. It takes no penalties for fighting in a constricted space and is immune to being grappled (including counting as grappling when it is grappling another creature).
Extraordinary Health (Ex): The kopyoari always receives maximum hit points per HD.
Immunities: The kopyoari is immune to charm, compulsion, disease, energy drain, exhaustion, fatigue, nausea, paralysis, poison, and sleep effects. They are also immune to critical hits in their natural form.
Kopyoari Traits: Kopyoaris carry modified living construct traits, as they are only partly organic. Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a living construct does not have low-light vision or darkvision. A living construct cannot heal damage naturally (though kopyoaris possess regeneration). Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. Unlike other constructs, a living construct can use the run action. Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. Unlike most living constructs, the kopyoari gains full benefit from conjuration (healing) spells and effects. A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. They can be raised or resurrected. They not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. While they do not need to sleep, they must rest for 8 hours before preparing spells.
Magic Immunity (Ex): A kopyoari is immune to any spell or spell-like ability that allows spell resistance.
Morph (Ex): The kopyoari may use polymorph self, eiji at will as an extraordinary ability. In addition when in their natural form they can produce a multitude of limbs and natural weapons which are all collectively placed under the natural weapon "morph attack". This natural weapon deals 2d6 damage plus Strength with a 20/x2 critical. A kopyoari can make three morph attacks as a full attack action to each target in its threatened range at the same time.
Any natural weapons gained through polymorphing count as morph attacks for the purpose of feats and abilities which are normally specific to one natural weapon.
The kopyoari retains the Adaptability, Magic Immunity, and Regeneration in whatever form it chooses.
Nano Probe (Ex): With a touch attack as a standard action, the kopyoari can inject nanomachines into the target on a failed Fortitude save (DC 21), save negates. The process is painless and difficult to notice, but infects the target with a special form of the enslaver virus with the following changes: The kopyoari has the effect of status and scan (no save) on the target. The disease does no Wisdom damage, but does inflict a stacking Wisdom penalty (with the same domination if the penalty equals or exceeds your Wisdom score) only for the purposes of saves against the disease. The suggestions are in line with the goals of the kopyoari. The kopyoari can free the infected target at any time as a free action. And it can effect constructs and undead as if they were living. Unless otherwise instructed to do so, most kopyoari use this merely as an information gathering technique.
Regeneration (Ex): The kopyoari's regeneration is bypassed by mundane (but not magical) damage.
Song of the Weave (Su): A kopyoari can sing (duration of concentration) and produce any one of the following effects. It is able to switch between effects each round, and can maintain songs as long as it likes. However once it stops, it must wait 5 rounds before it can sing again. The saving throw for any songs is DC 19, and the saving throws are Charisma based.
- Discover Area: The kopyoari becomes familiar with a 500 ft radius area around it, plus an additional +500 ft each round it sings up to a distance of 5 miles after a little over 5 minutes. It is aware of the terrain and the rough makeup of creatures in the area (such as the land being populated by halflings, rabbits, and a very rare dragon or two), but no specific details about these creatures or their positions. While singing like this, they gain blindsight out to 100 ft. This is a divination (scrying) effect.
- Distort Spellcasting: The korpyoari emits a wail which causes spells to fail within 100 ft. Creatures must succeed on a Concentration check DC 20 + the level of the spell in order to cast, otherwise the spell fizzles and fails. This is an abjuration effect.
- Shape Landscape: The korpyoari duplicates the effect of a lyre of building using its Craft ranks as its Perform ranks. It is still limited how often it can be activated, as per the item. This is a transmutation effect.
- Unnerve Spellcasters: The korpyaori emits a tone which unnerves any creature capable of spellcasting or manifesting within 100 ft. The creature must make a Will save or be shaken for as long as it sings + 5 rounds after. This does not progress beyond shaken. This can effect creatures normally immune to mind-affecting and fear effects (but not mindless creatures), just as long as they possess spellcasting. This is an enchantment (fear) effect.
Universal Damage Resistance (Ex): Kopyoari's reduce all damage by 5 regardless if it is from physical or energy damage, even untyped damage.
Skills: The kopyoari has a +10 racial bonus to Disguise checks, and a +8 bonus to Climb and Swim checks. It may also take 10 on Climb and Swim checks, even in stressful situations.