This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s Hit Dice, whichever is lower), to a maximum of 15 Hit Dice at 15th level. You can’t cause a subject to assume a form smaller than Tiny, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore abilities used or provide other benefits of resting; and changing back does not heal the subject further). If knocked unconscious, the subject reverts to its original form, and it remains unconscious.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all special attacks possessed by the form but does not gain the passive abilities possessed by the new form or any supernatural or spell-like abilities. The target is limited in the actions it can perform by the anatomy of its new form.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
* - (a caterpillar cocoon)
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