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Creating a mold creature
"mold" is a template that can be added to any corporeal animal, beast, humanoid, monstrous
humanoid, or giant. (referred to hereafter as the "base creature"). The creatures type
changes to "plant". It uses all the base creatures statistics and special abilities except
as noted below.
Hit dice: Changes to d8
Speed: As base creature
AC: The base creature gains a natural armor bonus of +1(note that any armor made of leather
or other animal parts will break down rapidly and be unusable in 1d4 days)
attacks: As base creature
Damage: As base creature
Special attacks:
Create Spawn(ex): Any creature reduced to -1 or lower hit points begins the process of
becoming a mold spawn. In 24 hours the creature will rise as a mold spawn. To avoid this the victim must be brought to 1 or more hit points and be the recipiant one of the following
spells: Remove disease, limited wish, wish, miracle (the remove disease paladin ability also works)
Special Qualities:
Plant: immune to poison, sleep, paralysis, sunning and polymorphing. They are not subject
to critical hits or mind-influencing effects(charms, compulsions, phantasms, patterns and
morale effects).
Low light vision(ex): The mold creature can see twice as far in low to normal light levels.
Damage reduction: 10/slashing or piercing. Mold men take little if any damage from blunt
weapons
Resistance to energy: 15/cold, 15 elect.
Vulnerability to fire: Mold creatures take double damage from fire and fire spells and
effects
Create equipment(su): A mold creature need not pay the gp cost for items, magical items,
and other equipment they craft, provided it can be made out of hardened mold. Most mold
humanoids and monstrous humanoids make their weapons and armor from mold they have made
themselves.
Tremorsense(ex): A Mold creature can sense creatures 30 feet away or less. This is also how they communicate
Speechless: Mold creatures cannot speak in the traditional sense. Any spells or spell like abilities which require verbal components cannot be used (except with the silent spell feat or it's like)
Saves: As base creature. In addition, mold creatures recieve a +2 racial bonus to their
fortitude saves
Abilities: as base creature
Skills: Mold creatures receive a +2 racial bonus to move silently, craft arms(mold only), and craft weapons(mold only)
feats: Same as base creature
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Climate/terrain: Any land or underground
Organization: Solitary, group(6) or clan(20+)
Challenge rating: Same as base creature +2
treasure: Standard
Alignment: Always Neutral
Advancement: by character class
Sample Mold Creature
This example uses a 1st level Dwarven Fighet as the base creature
Mold Dwarf
Medium sized Plant
Hit dice: 1d8+1
Initiative: +0
Speed: 30 ft
AC: 16 (+4 mold scale mail, +2 large shield)
Attacks: Dwarven Mold waraxe +1
dmg: Dwarven Mold Waraxe 1d10
face/reach: 5ft. by 5ft/5ft
Special attacks: Create Spawn, Dwarven traits
Special Qualities: Dwarven traits, Plant type, Damage reduction 10/Slashing or piercing, Resistance to energy 15/cold and 15/electricity, vulnerability to fire, create equipment, tremorsense, speechless
Saves: +5 fort, +0 refl, +0 will
Abilities: str 11, dex 10, con 13, int 10, wis 10, cha 8
Skills: Appraise +2, craft (mold armorsmithing) +4, Craft mold Weaponsmithing: +2, listen +2, spot +2, Move silently +2
Feats: exotic weapon profficiency(dwarven waraxe)
Challenge rating: 3 (rounded up from 2.5)