Polymorph and Alternate Forms

 
Polymorph and Alternate Forms

Polymorph

The Polymorphed Creature


"Polymorphed" is a temporary acquired template that can be added to any aberration, animal, construct, dragon, elemental, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, undead, or vermin. The shapeshifted creature (known as the "base creature") takes on the shape and some of the characteristics of another creature (the "assumed shape"). Which creature types are available for the assumed shape are dependent on the spell, spell-like ability, or supernatural ability that grants the Polymorphed template. The assumed shape must always be the base form of the creature, and cannot be a version of the creature advanced in Hit Dice in any way.

A polymorphed creature uses all of the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, base saves, feats (including racial bonus feats and proficiencies) or skill points. For purposes of this template, a "racial" ability is inherent to any member of the creature in question's race; the template does not grant or remove any class abilities, even if it has the same name as a racial ability.

Size: The polymorphed creature takes on the size of the assumed shape, although note that certain spells or abilities limit the choice of the assumed shape based on the size of the base creature. The creature gains the reach of the assumed shape.

Type: The base creature retains its own type, as well as all qualities associated with it. For example, an outsider that has assumed human shape still does not need to eat or sleep. It loses any of the following subtypes: Air, Aquatic, Cold, Earth, Fire, Goblinoid, Incorporeal, Reptilian, Swarm, and Water. If the assumed shape has any of these subtypes, the creature gains them. The creature also gains the Shapechanger subtype if it does not normally possess it.The traits of the creature's type remain unchanged as a result, so that a human taking the form of an elemental does not gain immunity to critical hits, but an elemental taking the form of a human does not lose it, either. Remember that the Cold and Fire subtypes grant energy immunities and vulnerabilities, even if not listed, and the Aquatic and Water subtypes allow the ability to breathe underwater. Also, if a trait is listed individually as a Special Quality, such as darkvision, it might be affected (see Special Qualities, below).

Speed: Same as the assumed shape. The base creature gains additional movement types as the assumed shape, such as a Fly speed, Swim speed, or Climb speed, if they are nonmagical.

Armor Class: The base creature loses any natural armor bonus it has, and gains any natural armor bonus of the assumed shape, with the following limit: the base creature may not gain a natural armor bonus higher than the caster level of the effect that caused the polymorphing. If a shape is assumed that would normally possess a natural armor bonus that exceeds this limit, the bonus is lowered to equal the caster level. (Use the Hit Dice of the base creature as the caster level if the ability to polymorph is Supernatural.)

Attack: The base creature gains all natural weapon attacks of the assumed shape. Natural weapon attacks are made using the base creature's base attack bonus, but using the assumed shape's attack routine. The creature may thus not use the same natural weapon to make multiple attacks as it might with a manufactured weapon.

Damage: The polymorphed creature's natural weapons inflict the same base damage as those of the assumed shape, modified by the creature's new Strength score. Don't forget that a creature with only one natural weapon adds 1-1/2 its Strength bonus to the damage for that attack.

Special Attacks: The base creature loses any of the following racial special attacks if they are Extraordinary in nature. If the assumed shape possesses any of these qualities as Extraordinary racial abilities, the polymorphed creature gains the same qualities. The DM might allow other abilities that are thematically similar to these, at his discretion.
  • Gross Physical Attacks: attach, capsize, constrict, crush, engulf, impale, improved grab, leap, pounce, powerful charge, push, rake, rend, rend armor, rock throwing, snatch, swallow whole, tail sweep, trample, trip.
  • Elemental Attack Traits: air mastery, burn, cold, combustion, drench, earth mastery, fiery aura, heat.

The base creature loses all other racial Extraordinary special attacks, including but not limited to acid, battle frenzy, beserk, blood drain, corrosive slime, cursed wound, disease, extract, ferocity, frightful presence, howl, light ray, mimicry, moan, paralysis, poison, quills, rage, sneak attack, spit acid, spittle, spores, stench, or web. As a rule of thumb, any ability that produces a sound, excretes a physical substance or object of any kind, involves reproduction or growth, or requires a a particular state of mind on the part of the assumed shape cannot be gained via the Polymorphed template.

The base creature loses all racial Supernatural special attacks, and gains none of the assumed shape's racial Supernatural attacks.

Special Qualities: The base creature loses any of the following racial special qualities that are Extraordinary in nature. If the assumed shape possesses any of these qualities as Extraordinary racial abilities, the polymorphed creature gains the same qualities.
  • Survival Qualities: amphibious, immunity to energy, immunity to poison, fast healing, hold breath, resistance to energy, rock catching, vulnerability to energy, water breathing.
  • Sensory Qualities: blindsense, blindsight, darkvision, keen senses, light blindness, light sensitivity, low-light vision, scent, tremorsense.
The base creature retains certain Extraordinary special qualities (listed below) and does not take on any of these qualities from the assumed shape. The base creature loses all other Extraordinary special qualities.
  • Damage reduction, magic immunity, regeneration, spell resistance.
  • Any ability to overcome damage resistance granted by type, subtype, or damage reduction.
The base creature retains all Supernatural special qualities, and gains none of the Supernatural special qualities of the assumed shape.
Spells/Spell-Like Abilities: The base creature retains the ability to cast spells, if it possessed such in the first place, though the new form may limit the creature's ability to use material, somatic, or verbal components. The subject never gains any spellcasting ability possessed by the assumed shape.

The base creature keeps all spell-like abilities, and gains none of those possessed by the assumed shape.

Saving Throws: The base creature loses all racial bonuses to saves. If the assumed shape possesses any racial bonuses to saving throws against any effect, the polymorphed creature gains equal bonuses.

Abilities: The base creature loses all racial modifiers to Strength, Dexterity, and Constitution, and gains the racial modifiers to Strength, Dexterity, and Constitution belonging to the assumed shape. The base creature may not gain a racial bonus to any ability score that is greater than the caster level of the effect that caused the polymorphing. If a shape is assumed that would normally possess a racial ability score bonus that exceeds this limit, the bonus is lowered to equal the caster level. (Use the Hit Dice of the base creature as the caster level if the ability to polymorph is Supernatural.) The racial ability scores of the assumed shape can be determined by subtracting 10 (if even) or 11 (if odd) from the creature's listed score.

The base creature does not gain or lose hit points as a result of any change in Constitution. The base creature cannot gain or lose a Constitution score, either; if the creature is turning into a creature with no Constitution (an undead or construct), it instead merely becomes a living facsimile of the assumed shape. Likewise, an undead creature or construct that polymorphs into a shape that would have a Constitution score does not gain one. A creature cannot be returned from death or undeath, or granted life, as a result of the Polymorphed template.

Skills: The base creature loses any racial skill bonuses to any Strength, Dexterity, or Constitution-based skills, as well as the Listen, Search, and Spot skills. The creature gains any such racial skill bonus possessed by the assumed shape. The creature is considered to be disguised as a member of the assumed shape, and gains a +10 shapechanging bonus to Disguise skill checks.

Equipment: Because it is temporary, the Polymorphed Template affects the equipment and possessions of the creature at the moment that they acquire it. When the spell takes effect, the equipment worn or held by the target is affected depending on its nature:
  • If the equipment is the proper size and can be used by the new form "as-is", the equipment is unaffected.
  • If the equipment is not the proper size, but could otherwise be used, then it grows or shrinks to a usable size. No other aspects of the equipment is altered; the clothing does not change color or texture to make it any more appropriate to the assumed form, for example. When the spell ends, the equipment reverts to its original size, as it does if the creature drops or removes the equipment.
  • If the equipment cannot be used by the new form, regardless of size, then it melds into the assumed shape and is nonfunctional. For example, if the assumed shape does not have hands or limbs capable of manipulation, any handheld weapons meld into the body. When the Polymorphed template is lost, any melded equipment reappears, in the same location on your body and unharmed.

The Druid


Replace the druid's existing wild shape, elemental wild shape, and thousand faces abilities with the following:

Wild Shape (Su): At 5th level, the druid gains the ability to change its shape into that of an animal once per day. The druid may apply the Polymorphed template to himself, as long as the assumed shape is that of an Animal of Small or Medium size. The effect lasts for 1 hour/druid level, or until he chooses to change back. Changing form is a standard action that does not provoke attacks of opportunity. Use the druid's class level for all effects related to caster level, rather than total Hit Dice; any other class that grants wild shape abilities stack with druid levels to determine caster level. This ability otherwise functions exactly like the Animorph spell.

The druid gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, a Huge animal at 15th level, and a Diminutive animal at 17th level. At 12th level, the druid can take the form of a Plant (such as a shambling mound) or a Vermin, with the same size restrictions as for Animals. At 19th level, the druid may take the form of an Animal or Vermin with the Swarm subtype. The druid gains additional uses of the wild shape ability at 6th, 7th, 10th, 14th, and 18th levels.

Elemental Shape (Su): At 16th level, the druid gains the ability to take the form of an elemental. Similar to wild shape, they may apply the Polymorphed template to himself, as long as the assumed shape is that of a Small, Medium, or Large elemental (air, earth, fire, or water). They may use this ability once per day, and the effects last 10 min./level or until he chooses to change back. This ability otherwise functions exactly like the wild shape ability. The druid gains additional uses of the elemental shape ability at 18th and 20th, and may take the form of Huge elementals at 20th level as well.

A Thousand Faces (Su): At 13th level, the druid may change his appearance at will as a standard action, as if casting the alter spell on himself. Unlike the spell, however, the druid may only use this ability while he does not possess the Polymorphed template.

Polymorph Spells


Animorph
Transmutation
Level: Druid 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

You transform the target into the shape of an animal, granting it the Polymorphed template for the duration of the spell. This replaces any existing Polymorphed template the creature may have had. The assumed shape must be the most common form of any creature of the Animal or Magical Beast type, subject to the following restrictions:
  • The total Hit Dice of the creature must be equal to or lower than your caster level.
  • The size of the creature can be no larger than one size greater than the target, and no smaller than Fine.
  • The creature cannot be one with a template.
  • The creature cannot have the Swarm subtype.
  • The creature may be the adult form of the creature or any younger form.
  • You must be familiar with the kind of creature chosen. The details of what constitutes "familiarity" are left up to the DM, though encountering the creature of that kind in the flesh certainly qualifies.
You are free to designate the cosmetic appearance of the assumed shape, choosing the hair color, hair texture, eye color, height, and weight, within the normal range for creatures of that kind. If the base creature possessed the Shapechanger subtype before gaining the Polymorphed template, they may revert to their original form (that is, lose the Polymorphed template altogether) as a standard action. If slain, the subject reverts to their original form.

This spell dispels animal growth, enlarge person, and reduce person if the target is affected by these spells.

Anthromorph
Transmutation
Level: Bard 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target:
Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as animorph, except that the assumed shape must be of the Fey, Humanoid, Giant, or Monstrous Humanoid type.

Aeromorph/Geomorph/Hydromorph/Pyromorph
Transmutation
Level: Druid 7, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as animorph, except that the assumed shape must be of the Elemental type, or of the Outsider type with the Air, Earth, Fire, or Water subtype. In addition, you may also grant the target the form of an Animal or Magical Beast with any inherent template that would cause the creature to gain the Elemental type.

When you use this spell to take the form of a creature with the Air, Earth, Fire, or Water subtypes, it is a spell of that type. For example, aeromorph is an air spell when used to take the form of a djinni. While the spell is often called by the name that reflects the element being chosen, it is still one spell, not four separate ones.

Xenomorph
Transmutation
Level:
Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as animorph, except that the assumed shape must be of the Aberration, Ooze, or Vermin type.

Planomorph
Transmutation
Level: Clr 7, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as animorph, except that the assumed shape must be of the Outsider type and not possess the Air, Earth, Fire, or Water subtypes. In addition, you may also grant the target the form of an Animal or Magical Beast with the Celestial or Fiendish templates (but not Half-Celestial or Half-Fiend templates) applied. At the DM's discretion, there may be additional templates allowed based on other Outsider types.

For the duration of the spell, your natural weapons and any weapons you wield are treated as aligned with any alignment subtype your assumed shape would have (Chaotic, Evil, Good, or Lawful), though you do not actually gain that subtype. When you use this spell to take the form of a creature with one or more of these subtypes, it is a spell of that type. For example, planomorph is a Chaotic and Evil spell when used to take the form of a demon.

Dracomorph
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
The target takes on the form of a mighty dragon. This spell functions as animorph, except that the assumed shape must be of the Dragon type and may be up to two sizes larger than the target's normal size.
In addition, once during the spell's duration, the target may use the breath weapon (if any) of the assumed shape as a standard action. The damage, area, and energy type are identical to those of the assumed shape at that particular age category. The saving throw for the breath weapon is equal to 10 + 1/2 the subject's HD + the subject's Con modifier (which is itself modified by the dracomorph spell).

Infinimorph
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

You gain absolute control of your form. Once per round as a free action, you may apply or remove the Polymorphed template; the assumed shape may be a creature with any type. Any assumed shape must be the most common form of any creature type and may be of any size (from Fine to Colossal) or stage of development. The assumed shape chosen must be a creature that conforms to the following restrictions:
  • The total Hit Dice of the creature must be equal to or lower than twice your caster level.
  • The creature may not have more than one template applied. Further, any template cannot be one that increases the Challenge Rating of the creature by an amount greater than one-quarter your caster level.
  • You must be familiar with the kind of creature chosen. The details of what constitutes "familiarity" are left up to the DM, though encountering the creature of that kind in the flesh certainly qualifies.

Other than the wider range of available shapes and the ability to change shape repeatedly, this spell functions as animorph.

Spell Changes: The following are minor changes that need to be applied to existing spells to bring them in line with the new Polymorph rules:
  • Alter Self: This spell is deleted and replaced by alter.
  • Animal Growth: This spell cannot target a creature that has had the Polymorphed template applied.
  • Animal Shapes: This spell is deleted and replaced by mass animorph.
  • Baleful Polymorph: This spell is deleted and replaced by turn to frog.
  • Enlarge Person: This spell cannot target a creature that has had the Polymorphed template applied.
  • Polymorph: This spell is deleted.
  • Polymorph Any Object: This spell is deleted and partially replaced by transmogrification. Other effects are deliberately removed as problematic, such as the ability to turn pebbles into humans.
  • Reduce Person: This spell cannot target a creature that has had the Polymorphed template applied.
  • Righteous Might: If the target of the spell has the Polymorphed template, they do not increase in size. They do not gain size bonuses to Strength or Constitution. If the creature already has been targeted by righteous might when it acquires the Polymorphed template, the size increase effect is suppressed for as long as the creature has the template. They still gain the damage reduction and natural armor enhancement effects.
  • Shapechange: This spell is deleted and replaced by infinimorph.

Softening
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Ray
Duration: 1 round/level or until discharged
Saving Throw: None
Spell Resistance: Yes

A blue beam of energy springs from your hand, disrupting the molecules of any creature you strike. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to the next Fortitude saving throw it makes equal to 1d6+1 per two caster levels (maximum 1d6+10).
Source: GiantITP.com's Gaming Articles by The Giant himself.


Alter
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature
Duration: 1 hour./level (D)
Saving Throw: None
Spell Resistance: No

You alter the surface features of the target creature to look different in some way. You need not limit your alterations to what would be the natural range of choices for the target creature; indeed, you may alter the creature's appearance so dramatically (within the guidelines presented below) that it appears to be a member of another species entirely--even a species that does not exist! You must stay within the general range of the creature's type, however; you cannot make a human look exactly like a bear, for example, but you could make him look like a bear-like humanoid, even if you have no knowledge of such a humanoid race existing.

You may change the target's coloration, skin texture, facial features, or other topographical details as you wish. You may lengthen or shorten their hair, or cause the appearance of hair or fur to grow where it did not before. You may increase or decrease their height slightly, as long as they remain within the same size class. You may cause them to appear to gain or lose body fat or muscle, giving them the appearance of being up to 25% heavier or lighter, though their actual mass does not change. You may make the creature appear to be of the opposite gender, or of no gender. You may shape the creature's flesh to give it imitation claws, horns, or fangs, or other features, though any such changes are nonfunctional and cannot be used as natural weapons. You can even make the creature look as if it has additional limbs, such as a tail or wings or an extra arm, but they cannot be used (or even moved) by the subject unless they normally possess such a limb. You may not create additional working hands from feet or other limbs, nor can you reduce the number of limbs on the creature. You may not make any changes to the creature's skeleton or internal organs at all.

Alter does not change the target's existing equipment or possessions in any way. However, you can create the appearance of equipment that does not exist, as long as the creature does not have any equipment filling that body slot. For example, you could make the creature appear to be wearing a helmet if it is not, but if the creature were wearing an actual hat or helmet, you could not hide the fact. No equipment mimicked in this way can be used to make an attack or provide any AC, skill, or save bonuses of any kind; it is completely nonfunctional. It i, in fact, a part of the creature, and cannot be removed or separated from it.

Alter counts as a disguise on the target creature, and grants +6 shapechanging bonus and a +4 circumstance bonus to your Disguise check. You may alter a creature that has been granted the Polymorphed template, but note that alter cannot change a creature's size or fundamental structure, so that you cannot anthromorph oneself into a troll and then use alter to appear human. Applying the Polymorphed also template dispels alter, if the subject is under this spell's effects. A true seeing spell reveals the target's natural appearance.

Material Component: A tiny lump of blue clay.
Source: GiantITP.com's Gaming Articles by The Giant himself.


Animorph, Mass
Transmutation
Level: Animal 7, Druid 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one willing living creature per level, all within 30 ft. of each other.
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

As animorph, except that you apply the Polymorphed template to up to one willing creature per caster level. You must choose the same assumed shape for all of the targets, and it must be of the Animal type (not the Magical Beast type). Recipients remain in the animal shape until the spell expires or you choose to dismiss it for all targets. In addition, each subject may choose to remove the template (and thus return to their true form) as a full-round action.
Source: GiantITP.com's Gaming Articles by The Giant himself.


Necromorph
Transmutation
Level: Clr 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing undead creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

You may change the shape of an undead creature, granting it the Polymorphed template. This spell works exactly as Animorph, except as noted above and in the choice of assumed shape, which must be that of an untemplated creature of the Undead type, or else an Animal, Giant, Humanoid, Magical Beast, or Monstrous Humanoid with the Skeleton or Zombie template.

Material Component: A mummified caterpillar.
Source: GiantITP.com's Gaming Articles by The Giant himself.



Turn to Frog

Transmutation
Level: Druid 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 day/level (D)
Saving Throw: Fortitude negates, Will partial (see text)
Spell Resistance: Yes

You turn one creature into a frog (or, at DM's discretion, a similar inoffensive Diminutive creature with a Challenge Rating less than 1). The creature gains the Polymorphed template with frog as the assumed shape. None of the creature's equipment or carried objects are changed or meld into its new form.

If the target fails its initial Fortitude save, it must also immediately make a secondary Will save. If this also fails, the target cannot use any extraordinary, supernatural, or spell-like abilities for the duration of the spell, and gains the Intelligence, Wisdom, and Charisma scores of a frog.

Material Component: A live insect and a tiny gold crown worth 5 gp.
Source: GiantITP.com's Gaming Articles by The Giant himself.


Transmogrification
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical object of up to 100 cu. ft./level, or one willing construct
Duration: 1 day/level (for objects) or 10 min./level (for construct creatures) (D)
Saving Throw: Fortitude negates (see text)
Spell Resistance: No

You may change any object into any other object, or a creature into an object. You may not increase the size of the target, though you may decrease it as much as you like. The final object must be composed entirely of the same substance, even if the target is not, and you may only create a single object. For example, you could turn a horse into a simple longsword (composed entirely of steel), but not a crossbow (composed of wood, string, and metal). You also could not create a pile of copper coins, though you could create either a single copper coin or a large block of copper.

A creature turned into an object has no Intelligence, Wisdom, or Charisma scores for as long as the spell is in effect. They are not dead, and cannot be raised, reincarnated, or resurrected. However, they are no longer living creatures, either, and cannot be targeted by spells that do not target objects. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

Certain metals have resonances that cannot be duplicated by this spell: gold, silver, platinum, adamantine, mithral, mercury, gemstones, and certain other metals (at the DM's discretion) cannot be created by this spell, though they can be turned into something else. This is part of the reasons why these metals have their value in the first place, and why so many wizards search for the means to turn lead into gold. While iron is viable, any iron objects created do not have the special properties of cold iron. You can create dead organic material, such as wood, rope, bone, or leather, but the object must still be entirely of the same substance, which means you cannot create a complete corpse (which contains dead flesh, bone, blood, hair, etc.).

Because the spell is permanent, the object created radiates magic and can be dispelled. You cannot create magic items or creatures of any kind (living or not). Magic items cannot be targeted, but any spell cast on the target (even permanently) continues to be active. Only creatures or objects attended by a creature receive a saving throw.

You may also use this spell to grant the Polymorphed template to one willing construct. You may give the construct the shape of any Aberration, Animal, Construct, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin type. The construct retains the appearance of the substance that it is constructed from, so that an iron golem transmogrified into a griffon looks like an iron griffon. Unlike most applications of the Polymorphed template, the construct may keep its own natural armor bonus if it is higher than that of the assumed shape.

Material Component: A bit of gum arabic and a drop of mercury.
Source: GiantITP.com's Gaming Articles by The Giant himself.

Monsters and Polymorphing

  • Doppelganger: Replace the text of the Change Shape ability with the following:
    Alter Shape (Su): The doppelganger can alter its appearance at will as a standard action, as if casting the alter spell on itself. Because the doppelganger does not carry equipment, it can duplicate the appearance of any worn clothing or armor. The doppelganger can keep its appearance altered as long as it wishes, though it reverts to its natural appearance when killed.
  • Demon (Marilith): The marilith can cast animorph, anthromorph, or xenomorph at will instead of polymorph.
  • Demon (Quasit): Replace the text of the Alternate Form ability with the following:
    Shapechanging (Su): A quasit can change shape as a standard action, applying the Polymorphed template at will. The quasit only knows one possible assumed shape per Hit Dice (usually three). Each known assumed shape must be a creature of the Animal, Fey, Humanoid, or Vermin type, and can be up to Medium
  • Demon (Succubus): Replace the ability to use polymorph as a spell-like ability with the following:
    Shapechanging (Su): A succubus can change shape as a standard action, applying the Polymorphed template at will. The succubus can choose to assume the shape of any Fey or Humanoid of Small or Medium size and of the same gender, and can maintain that shape until she chooses to apply a different Polymorphed template or end the effect.
  • Devil (Imp): Replace the text of the Alternate Form ability with the following:
    Shapechanging (Su): An imp can change shape as a standard action, applying the Polymorphed template at will. The imp only knows one possible assumed shape per Hit Dice (usually three). Each known assumed shape must be a creature of the Animal, Fey, Humanoid, or Vermin type, and can be up to Medium size.
  • Dragon (Bronze, Gold, and Silver): Replace the text of the Alternate Form ability with the following:
    Shapechanging (Su): A (bronze, gold, silver) dragon can change shape as a standard action, applying the Polymorphed template up to three times per day. The dragon can choose to assume the shape of any Animal or Humanoid of Medium size or smaller, and can maintain that shape until it chooses to apply a different Polymorphed template or end the effect.
  • Efreet: Replace the ability to use polymorph as a spell-like ability to use anthromorph as a spell-like ability once per day. The efreet also gains the ability to use pyromorph three times per day.
  • Guardinal (Leonal): The leonal can cast animorph, anthromorph, or xenomorph at will instead of polymorph.
  • Lycanthropes: A lycanthrope uses its own rules for changing shape, and does not gain the Polymorphed template. If a lycanthrope gains the Polymorphed template, however, it is always based off of the lycanthropes non-animal form, even if the creature gains the template while in hybrid or animal form.
  • Night Hag: Replace the ability to cast polymorph at will as a spell-like ability targeting herself only with the following:
    Shapechanging (Su): A night hag can change shape as a standard action, applying the Polymorphed template to herself at will. The hag can choose to assume the shape of any Animal, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin of Large size or smaller, and can maintain that shape until she chooses to apply a different Polymorphed template or end the effect.
  • Ogre Mage: The ogre mage can cast animorph, anthromorph, or xenomorph at will instead of polymorph.
  • Phasm: Replace the text of the Alternate Form ability with the following:
    Shapechanging (Su): A phasm can change shape as a standard action, applying the Polymorphed template to itself at will. The phasm can choose to assume the shape of any Aberration, Animal, Dragon, Fey, Giant, Humanoid, Ooze, Plant, Magical Beast, Monstrous Humanoid, or Vermin of Large size or smaller, and can maintain that shape until it chooses to apply a different Polymorphed template or end the effect.
  • Rakshasa: Replace the text of the Change Shape ability with the following:
    Alter Shape (Su): The rakshasa can alter its appearance at will as a standard action, as if casting the alter spell on itself. The rakshasa can keep its appearance altered as long as it wishes, though it reverts to its natural appearance when killed.
  • Pixie: Replace the ability to cast polymorph on itself once per day as a spell-like ability with the following:
    Shapechanging (Su): A pixie can change shape as a standard action, applying the Polymorphed template to itself once per day. The pixie can choose to assume the shape of any Animal, Humanoid, Magical Beast, or Vermin of Small size or smaller, and can maintain that shape until it chooses to apply a different Polymorphed template (on a subsequent day) or end the effect.
  • Titan: Replace the ability to cast polymorph on itself at will as a spell-like ability with the following:
    Shapechanging (Su): A titan can change shape as a standard action, applying the Polymorphed template to itself once per day. The titan can choose to assume the shape of any Giant, Humanoid, or Monstrous Humanoid type of Huge size or smaller, and can maintain that shape until it chooses to apply a different Polymorphed template or end the effect.
  • Vampire: Replace the Alternate Form ability with the following:
    Shapechanging (Su): A vampire can change shape as a standard action, applying the Polymorphed template to itself at will. The vampire can choose to assume the shape of a bat, dire bat, wolf, or dire wolf, and can maintain that shape until it chooses to apply a different Polymorphed template or end the effect.





Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.
Blog   Myth-Weavers Status