Grid Dust

construct (swarm) · CR 6 · from Book of Beasts II · by Robert J. Hall
Grid Dust
StatisticValue
Size/TypeLarge Ooze (Swarm)
Hit Dice6d10+30 (63 hp)
Initiative+7
SpeedFly 30 ft. (perfect) (6 squares)
Armor Class12 (-1 size, +3 Dex) touch 12, flat-footed 9
Base Attack/Grapple+4/―
AttackSwarm +7 melee (3d6 plus disassembly)
Full AttackSwarm +7 melee (3d6 plus disassembly)
Space/Reach10 ft./0 ft.
Special AttacksDisassembly
Special QualitiesBlindsight 60 ft., hive mind, hibernation, fast healing 6, half damage from slashing and piercing weapons, resistance to acid 10 and electricity 10, low-light vision, ooze traits, swarm traits
SavesFort +7, Ref +5, Will +3
AbilitiesStr 1, Dex 16, Con 21, Int 24, Wis 13, Cha 1
SkillsAppraise +13, Craft (any 3) +10, Decipher Script +14, Listen +7, Knowledge (any 1) +16, Knowledge (any 2) +13, Knowledge (any 3) +10, Move Silently +23, Search +16, Spot +7
FeatsImproved Initiative, Weapon Finesse
EnvironmentAny
OrganizationSolitary, company (2–4 swarms), or squad (5–12 swarms)
Challenge Rating7
TreasureNone
AlignmentUsually lawful neutral
Advancement7–16 HD (Large)
Level Adjustment―

Description

A dark, mist-like cloud floats in mid-air in a roughly spherical shape that shifts and moves about with sudden bursts. It is just sufficiently transparent to see through.

In their active state, a grid dust forms an amorphous, mist-like cloud that is roughly spherical in shape. This nebulous form is composed of umpteen trillions of microscopic, flying robots, each of which is linked to its neighbors by means of infrared laser transmitters. Each robot includes a diamond outer shell, neutral-buoyancy tank, battery, computer, infrared laser, drive unit, and manipulator arms. Most robots are specialized for certain tasks, and the cloud quickly re-arranges itself depending on the function required.

This cloud serves as a host to an alien mind that once existed in a physical body. By this means the alien race was able to achieve a form of immortality, as well as significantly enhancing their mental facilities. In the process, however, the alien race lost an essential element of what once made them a dynamic, evolving species. They are now individually the equivalent of a super genius, but stagnant as a civilization.

A grid dust cloud moves slowly by flying, and has negligible requirements for energy or resources. However their individual components occasionally need replenishment, so they have a continual need to acquire certain rare elements. They converge on the materials they need and quickly process the materials until they are fully replenished.

Grid dust clouds communicate with each through infrared signals that appear as sparkling flashes of heat. They can hear after a fashion by detecting vibrations in the air moving through the cloud. But they are incapable of producing any type of noise. They move in complete silence, making them very difficult to detect.

A grid dust cloud possesses a hibernation mode that it uses when energy sources are low. The cloud coalesces to form a crystal sphere that is exceptionally tough. In this state the grid dust can remain in stasis for very long periods of time. But most of their mental facilities are placed on a low priority level to conserve power, so they have little awareness of their surroundings. Once a nearby energy source is detected, the sphere will rapidly dissolve back into its cloud form and converge to recharge their batteries.

Combat

A grid dust attacks by enveloping a target and disassembling any useful materials. This usually results in the destruction of any equipment and the dissolution of the creature.

Disassembly (Ex): The microscopic robots that compose a grid dust cloud attack by tearing apart material in search of specific elements that they require. Any melee hit deals damage, and the opponent's equipment is disintegrated, falling to powder and becoming useless immediately. Magic armor and weapons, and other magic items, must succeed on a DC 18 Fortitude save or be disintegrated. The save DC is Constitution-based.

Hive Mind (Ex): Any grid dust with at least 1 hit point per Hit Die (or 6 hit points, for a standard grid dust) forms a hive mind, giving it an Intelligence of 24. When a grid dust is reduced below this hit point threshold, it becomes mindless.

Hibernation (Ex): As a full round action a grid dust can coalesce to enter hibernation mode, becoming a Fine crystalline sphere with a natural armor bonus of +16. In this form the grid dust has no speed, attacks, special attacks, or special qualities, except for blindsight 60 feet. The Intelligence score is lowered to 1 and it has no Dexterity score. It gains damage reduction 10/―. A grid dust in hibernation mode does not need to eat or breathe, and is in a state of continual near-sleep.

The hibernation automatically ends when the grid dust is dealt damage; notices a nearby source of significant electrical or light energy within 60 feet, or has spent a pre-specified amount of time in the hibernation state. It requires a full round action to leave the hibernation state and restore full functionality.

Skills: A grid dust has a +12 racial bonus to Move Silently checks.

Also in this section of the source

Ihchoide

Author: Robert J. Hall.

StatisticValue
Size/TypeSmall Ooze
Hit Dice3d10+12 (28 hp)
Initiative+0
Speed20 ft. (4 squares)
Armor Class11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple+0/-5
AttackTouch +0 melee (3d6 cold) or atom laser +2 ranged (2d6 cold/x3)
Full AttackTouch +0 melee (3d6 cold) or atom laser +2 ranged (2d6 cold/x3)
Space/Reach5 ft./5 ft.
Special AttacksExtreme cold
Special QualitiesOoze traits, damage reduction 10/―, immunity to cold and vacuum, vulnerability to fire
SavesFort +5, Ref +1, Will +1
AbilitiesStr 7, Dex 11, Con 18, Int 1, Wis 11, Cha 10
SkillsClimb +8, Hide +6, Spot +2
FeatsWeapon Focus (atom laser)
EnvironmentCold plains
OrganizationSolitary or bunch (2–4)
Challenge Rating2
TreasureNone
AlignmentUsually neutral
Advancement4–5 HD (Small)
Level Adjustment―

A transparent pool of a gelatinous material forms a symmetrical hump at its center, but is otherwise featureless. Tiny sparkles can be seen moving within the form.

A bizarre life form that only exists on extremely cold worlds far from its star, the ihchoide is a complex conglomerate of atomic clusters known as boze-einstein condensates. The ihchoide dwells at temperatures very close to absolute zero, and it will seek to avoid areas that are even slightly warmer than that temperature. It has an amorphous body that is nearly transparent, although with a slight milky hue. The ihchoide has a primitive intelligence and is able to recognize when a threat exists in the vicinity and to react to the danger. It can sense its surroundings through the emission of heat, giving it a form of darkvision with no range limitation other than line of sight.

Combat

The ihchoide attacks using an atom laser, firing clumps of coherent atoms at high velocity. If an opponent closes with the ihchoide it will use its slam attack to inflict cold damage with its body.

Atom Laser (Ex): The ranged attack of an Ihchoide has a range increment of 150 feet and deals triple damage on a successful critical hit.

Extreme Cold (Ex): Merely touching or being touched by an ihchoide automatically deals 3d6 cold damage. If a DC 15 Fortitude saving throw is failed the bitter cold also leaves a target dazed for a full round. The save DC is Constitution-based.

Skills: An ihchoide has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

All 820 monsters in the Netbook Bestiary