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Pusmother
Colossal Aberration
HD: 32d8+288 (432 hp)
Initiative: +4
Speed: Fly 20 ft. (good)
Armor Class: 22 (-8 size, +20 natural), touch 2, flat-footed 22
Base Attack/Grapple: +24/+53
Attack: Slam +31 melee (2d6+13)
Full Attack: 2 slams +31 melee (2d6+13) and bite +26 melee (4d8+6)
Space/Reach: 30 ft./10 ft. (5 ft. with bite)
Special Attacks: Improved grab (slam), spit paralytic acid, swallow whole
Special Qualities: Acid immunity, blindsense (40 ft.), cold immunity, create spawn, darkvision, DR 10/magic, fast healing 5, fire resistance 10, flight
Saves: Fort +19, Ref +10, Will +19
Abilities: Str 36, Dex 10, Con 28, Int 8, Wis 12, Cha 10
Skills: Listen +20, Spot +21
Feats: Alertness, Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Greater Weapon Focus (bite), Greater Weapon Focus (slam), Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (slam)
Environment: Any land
Organization: Solitary or cult (1 plus 2d6 pusmother spawn)
Challenge Rating: 16
Treasure: Standard
Alignment: Often neutral evil
Advancement: 33+ HD (Colossal)

Illustration by Scott Purdy, used with permission. A larger version is available at Scott's website.

This gigantic creature is roughly spherical and almost thirty feet in diameter. Covered in man-sized pustules, it has a large raw toothy mouth and four large tentacles but no obvious eyes. It floats a few feet above the ground and smells like a festering wound.
   The pusmother is a strange monster that drifts about in search of creatures to consume and convert into mindless slaves. It has no goals for world domination or amassing great amounts of wealth, just a primal desire to surround itself with minions that do its bidding. Far too large and slow to attack a large settlement, it contents itself with picking off scouting parties, attacking small humanoid tribes, and gobbling up adventurers. Some primitive tribes worship the pusmother as a god-entity, sacrificing creatures to it in order to appease its appetite, and it welcomes this sort of attention (though usually it eventually succumbs to consuming the entire tribe anyway).
   A pusmother is about thirty feet in diameter and weighs over 400 tons. Fortunately most of its body is pure liquid and if killed its corpse leaves little solid material behind to rot (somewhat like an enormous jellyfish). Some of the creature's body volume consists of internal sacs of buoyant gas which allows it to float, though alchemists have been unable to replicate this material or explain how it can hold aloft such an enormous mass. The creature has no visible eyes, though it has countless sensory spots all over its body that give it approximately human vision and other senses.
   "Pusmother" is a human term for these creatures, as they don't have a name for their own race. Pusmothers reproduce by exchanging paralytic acid (see below) with another of their kind; once the exchange is made the pusmother can create "fertilized" pusmother spawn which wander off alone to bury themselves in soil, mud, or water. The fertilized spawn slowly grow over decades and absorb nearby organic material until they reach adult size and burst forth to collect their own creatures to transform into pusmother spawn. Pusmothers live several hundred years (as they may go centuries without seeing another of their kind) and rarely live long after their second mating.
   Pusmothers speak a dialect of Abyssal, though they are not outsiders or extraplanar. Most know a handful of words from several other languages, and those worshipped by primitives usually know the tribe's language as well.

Combat

Pusmothers are always interested in creatures of Large size or smaller and usually attacks them in the hopes of creating new spawn. In combat it lashes out with its tentacles and tries to bite and swallow creatures. Opponents that seem dangerous or too big to convert to spawn are attacked with its breath weapon to give it time to chew it apart or escape (usually by flying up and out of reach of its opponents). Because of their great size, pusmothers can't hide except in the largest forests or most jagged mountains, and are best off hunting at night or remaining in place when they hear creatures in the area. They can be bribed with large amounts of food or the offer of other potential spawn.
   Blindsense (Ex): The pusmother maneuvers and fights as well as a sighted creature by using nonvisual senses (hearing and vibration). It does not need to make Spot or Listen checks to pinpoint the location of a creature within range (40 ft.) of its blindsense. Any creature it cannot actually see still has total concealment against it and it has the normal miss chance when attacking these foes. Poor visibility still affects its movement. It is denied its Dex bonus against creatures it cannot see.
   Breath Weapon (Su): The pusmother has a breath weapon that is a 50 ft. line of paralytic digestive acids. The breath weapon deals 10d6 acid damage (Reflex half DC 35); any creature that fails this save must make a Fort save or be paralyzed for 1d10 rounds. The paralysis is a poison effect. The pusmother may use this breath weapon once per day. The DC is Constitution based.
   Create Spawn (Ex): Any creature killed and swallowed by a pusmother (or swallowed and killed internally) bathes in the pusmother's strange internal substances, slowly transforming and reanimating as a pusmother spawn (sometimes called a pusmother zombie). After 1d10 days of this alchemical bath, the pustule breaks open and releases the pusmother spawn (see the template below).
   Flight (Ex): A pusmother's body is naturally buoyant. This allows it to fly at a speed of 20 feet and gives it a permanent nonmagical feather fall effect (personal only).
   Improved Grab (Ex): If the creature hits with its slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works against targets the same size or smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the damage listed for the attack that established the hold.
   Swallow Whole (Ex): The pusmother can swallow opponents it holds with a second successful grapple check after a grab. The opponent can be up to Large size. Rather than entering the pusmother's stomach (it doesn't have one), the opponent is pushed into one of the fluid-filled pustules sticking out of the pusmother's skin. Each round a trapped opponent suffers 1d6+13 points of bludgeoning damage, 1d6+2 points of acid damage, and must make a saving throw against its paralytic acids or be paralyzed for 1d10 rounds (Fortitude DC 35 negates).
   A swallowed opponent can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage (the pustule is AC 20). Once the swallowed creature exits, muscular action closes the hole; any other swallowed opponent must cut its own way out. Each of the pusmother's eight pustules can hold one Large or smaller creature (though each pustule could hold multiple smaller opponents, the pusmother never does this). Though the pusmother has fast healing, the pustules only gain the benefit of this ability if the pusmother is at its full hit points.
   A non-trapped creature can attack a pustule to free a trapped creature within it by making a sunder attempt; this provokes an attack of opportunity from the pusmother. The pustule takes half the damage from the attack, the trapped creature takes the remainder.




Pusmother Spawn (template)

Pusmother spawn are living creatures created from the strange alchemical digestion of a pusmother.
   A pusmother spawn looks much like a zombie, except instead of rotting away its body gradually becomes covered with an opaque slime. They smell like vinegar and meat left in the sun. They obey the pusmother that birthed them, but are no more intelligent than a lizard and can do little other than follow their creator or attack its enemies.

Creating A Pusmother Spawn
"Pusmother spawn" is an acquired template that can be added to any Small, Medium, or Large or smaller corporeal living creature that has a skeletal system (referred to hereafter as the base creature).
   Size and Type: The creature's type changes to aberration. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.
   Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and change them to d8s.
   Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
   Armor Class: Natural armor bonus increases by a number based on the spawn's size:

Spawn SizeNatural Armor Bonus
Small+1
Medium+2
Large+3

   Base Attack: A spawn has a base attack bonus equal to 3/4 its Hit Dice.
   Attacks: A spawn gains a slam attack if it doesn't already have one.
   Damage: A spawn's slam attack deals damage depending on the spawn's size. (Use the base creature's slam damage if it's better.) A hit with the spawn's natural weapon also deals nonlethal damage (see the slime special attack).

Spawn SizeSlam Damage
Small1d4
Medium1d6
Large1d8

   Special Attacks: A spawn retains none of the base creature's special attacks and gains the following special attack.
   Slime (Ex): The slime that covers much of a spawn's body is similar to the paralytic acid created by a pusmother. Any creature hit by a spawn's natural attack, grapples with it, or makes a successful unarmed attack against the spawn takes 1 point of nonlethal damage. This is a poison effect.
   Special Qualities: A spawn loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its natural melee or ranged attacks. A spawn gains fast healing 1 and DR 5/slashing. It also gains the following special quality:
   Single Actions Only (Ex): Spawn have poor reflexes and can perform only a single move action or attack action each round. A spawn can move up to its speed and attack in the same round, but only if it attempts a charge.
   Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
   Abilities: A spawn's Strength increases by +2, its Dexterity decreases by 2. Its Intelligence changes to 1, its Wisdom changes to 10, and its Charisma changes to 1.
   Skills: A spawn has no skills.
   Feats: A spawn loses all feats of the base creature and gains Toughness.
   Environment: Any land.
   Organization: Any
   Challenge Rating: Depends on the spawn's new Hit Dice, as follows:

Hit DiceChallenge Rating
21/2
41
62
8-103
12-144
15-165
18-206

   Treasure: None.
   Alignment: Always neutral evil.
   Advancement: As base creature, but double Hit Dice (maximum 20), or -- if the base creature advances by character class.
   Level Adjustment: --.




Sample Pusmother Spawn

Kobold Pusmother Spawn
Size/Type: Small Aberration
Hit Dice: 2d8+3 (12 hp)
Initiative: +0
Speed: 30 ft. (6 squares; can't run)
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/-4
Attack: Slam +1 melee (1d4-1 and slime)
Full Attack: Slam +1 melee (1d4-1 and slime)
Space/Reach: 5 ft./5 ft.
Special Attacks: Slime
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., fast healing 1, aberration traits
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 8, Dex 11, Con 10, Int 1, Wis 10, Cha 1
Skills: --
Feats: Toughness
Environment: Any
Organization: Any
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: --


Human Commoner Pusmother Spawn
Size/Type: Medium Aberration
Hit Dice: 2d8+3 (12 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d6+1 and slime)
Full Attack: Slam +2 melee (1d6+1 and slime)
Space/Reach: 5 ft./5 ft
Special Attacks: Slime
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., fast healing 1, aberration traits
Saves: Fort +0, Ref -1, Will +3
Abilities: Str 12, Dex 8, Con 10, Int 1, Wis 10, Cha 1
Skills: --
Feats: Toughness
Environment: Any
Organization: Any
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: --


Troglodyte Pusmother Spawn
Size/Type: Medium Aberration
Hit Dice: 4d8+11 (29 hp)
Initiative: -2
Speed: 30 ft. (6 squares; can't run)
Armor Class: 16 (-2 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +3/+4
Attack: Bite +4 melee (1d4+1 and slime) or slam +4 melee (1d6+1 and slime)
Full Attack: Bite +4 melee (1d4+1 and slime) or slam +4 melee (1d6+1 and slime)
Space/Reach: 5 ft./5 ft
Special Attacks: Slime
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., fast healing 1, aberration traits
Saves: Fort +1, Ref -1, Will +4
Abilities: Str 12, Dex 7, Con 14, Int 1, Wis 10, Cha 1
Skills: --
Feats: Toughness
Environment: Any
Organization: Any
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: --


Bugbear Pusmother Spawn
Size/Type: Medium Aberration
Hit Dice: 6d8+9 (39 hp)
Initiative: +0
Speed: 30 ft. (6 squares; can't run)
Armor Class: 16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16
Base Attack/Grapple: +4/+7
Attack: Slam +7 melee (1d6+3 and slime)
Full Attack: Slam +7 melee (1d6+3 and slime)
Space/Reach: 5 ft./5 ft.
Special Attacks: Slime
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., fast healing 1, aberration traits
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 17, Dex 10, Con 13, Int 1, Wis 10, Cha 1
Skills: --
Feats: Toughness
Environment: Any
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: --


Ogre Pusmother Spawn
Size/Type: Large Aberration
Hit Dice: 8d8+19 (55 hp)
Initiative: -2
Speed: 40 ft. (8 squares; can't run)
Armor Class: 15 (-1 size, -2 Dex, +8 natural), touch 7, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Slam +11 melee (1d8+9 and slime)
Full Attack: Slam +11 melee (1d8+9 and slime)
Space/Reach: 10 ft./10 ft.
Special Attacks: Slime
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., fast healing 1, aberration traits
Saves: Fort +2, Ref +0, Will +6
Abilities: Str 23, Dex 6, Con 15, Int 1, Wis 10, Cha 1
Skills: --
Feats: Toughness
Environment: Any
Organization: Any
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: --


Minotaur Pusmother Spawn
Size/Type: Large Aberration
Hit Dice: 12d8+27 (81 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +9/+18
Attack: Gore +13 melee (1d8+5 and slime) or slam +13 melee (1d8+5 and slime)
Full Attack: Gore +13 melee (1d8+5 and slime) or slam +13 melee (1d8+5 and slime)
Space/Reach: 10 ft./10 ft.
Special Attacks: Slime
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., fast healing 1, aberration traits
Saves: Fort +4, Ref +3, Will +8
Abilities: Str 21, Dex 8, Con 15, Int 1, Wis 10, Cha 1
Skills: --
Feats: Toughness
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: --


Wyvern Pusmother Spawn
Size/Type: Large Aberration
Hit Dice: 14d8+31 (94 hp)
Initiative: +0
Speed: 20 ft. (4 squares; can't run), fly 60 ft. (poor)
Armor Class: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple: +10/+19
Attack: Slam +14 melee (2d6+7 and slime) or talons +14 melee (2d6+5 and slime)
Full Attack: Slam +14 melee (2d6+7 and slime) or talons +14 melee (2d6+5 and slime)
Space/Reach: 10 ft./5 ft.
Special Attacks: Slime
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., fast healing 1, aberration traits
Saves: Fort +4, Ref +4, Will +9
Abilities: Str 21, Dex 10, Con 15, Int 1, Wis 10, Cha 1
Skills: --
Feats: Toughness
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 16-20 HD (Huge)


Gray Render Pusmother Spawn
Size/Type: Large Aberration
Hit Dice: 20d8+143 (233 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +15/+26
Attack: Bite +21 melee (2d6+7 and slime) or slam +21 melee (1d8+10 and slime)
Attack: Bite +21 melee (2d6+7 and slime) or slam +21 melee (1d8+10 and slime)
Space/Reach: 10 ft./10 ft.
Special Attacks: Slime
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., fast healing 1, aberration traits
Saves: Fort +6, Ref +5, Will +12
Abilities: Str 25, Dex 8, Con 24, Int 1, Wis 10, Cha 1
Skills: --
Feats: Toughness
Environment: Any
Organization: Any
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: None




   This content is produced under version 1.0a and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast.
   Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: The illustration of the pusmother.
   Designation of Open Game Content: Subject to the Designation of Product Identity above, the entirety of "Monster of the Month: Pusmother" is Open Game Content. "Monster of the Month: Pusmother" Copyright © 2005 Sean K Reynolds. The spell learn truename Copyright © 2005 Monte J. Cook. All rights reserved.
    Open Game License