Memeroy Foam

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A Psionic Monster by Cunning Linguist

Memory Foam
Large Ooze (Psionic)

Hit Dice: 6d10+12 (51 hp)
Initiative: +0
Speed: 30 ft. (6 squares), climb 10 ft.
Armor Class: 9 (-1 size)
Base Attack/Grapple: +4/+10
Attack: Slam +6 melee (2d4+2)
Full Attack: Slam +6 melee (2d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, memory drain, psi-like abilities, spell-like abilities
Special Qualities: Blindsight 60 ft., fire resistance 5, ooze traits (although a memory foam doesn't receive the mindless trait)
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 15, Dex 10, Con 15, Int 22, Wis 10, Cha 2
Skills: Autohypnosis +9, Climb +18, Concentration +11, Escape Artist +6, Knowledge (Dungeoneering) +15, Knowledge (Psionics) +15, Psicraft +15, Search +10, Survival +9
Feats: Iron Will, Force of Will, Psionic Hole
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Level Adjustment:

This creature appears to be nothing more than a mass of undulating, grey foam.

A memory foam travels along floors, walls, and ceilings with ease, contracting and expanding its body to fit under doors and through cracks in search of prey. It feeds on the memories and psyches of intelligent, living creatures.

A memory foam can grow to a diameter of about 15 feet, but can compress its body to fit into cracks as small as 2 inches wide. A typical specimen weighs about 650 pounds.

A memory foam can understand the languages of any creature they have killed, although they do not speak. However, they can communicate telepathically. This telepathy is one-way only, unless the creature has a means to communicate via this method as well.

Memory foam are feared predators that stalk the subterranean reaches of the world. A memory foam stalks its chosen prey, using cloud mind, to remain unseen as it waits for an opportunity to catch its victim alone. It first launches a barrage of telepathic attacks with ego whip, psionic blast, and id insinuation, and then charges to envelope a creature with its improved grab ability. Once a creature is enveloped, they take 1d6 Int damage per round. Any spell-caster so enveloped must make a Will save (DC 16) each round or temporarily lose one random spell slot from his/her highest castable level. A successful save allows the caster to retain the spell slot for that round, however, they are still subject to the Int drain. Each round that a caster remains enveloped, they must make a new Will save to avoid losing spells. Any lost spell slots remain unusable for 24 hours. Any living, intelligent creature whose Intelligence is reduced to 0 while enveloped, is instantly slain and all memories are transferred to the memory foam.

Psi-Like and Spell-Like Abilities: At will—biofeedback, cloud mind, detect psionics, detect thoughts, ego whip, empty mind, id insinuation; 3/day—body adjustment, intellect fortress, psionic blast. Maniferster/caster level 7th. The DCs are Intelligence-based.

Gellin' like Magellin

HATE keeps me young.