Seedpeople is a delightfully cheesy rehash of the classic Invasion Of The Body Snatchers storyline for the direct-to-video generation of the early 90s.
A geologist returns to his isolated hometown to give a lecture only to discover alien seed creatures have infiltrated the community.
Good-natured, low-budget hokem with a final "twist" that it is telegraphed from the opening moments.
The life-cycle of a seedperson begins as a large (18" long, at least) seedpod which arrived on a planet from outer space. It will attach itself to a large tree or plant and sprout over-sized, strange-looking flowers.
When a humanoid lifeform passes within five feet of the flower it will spray a gelatinous substance that - unless the target makes a save vs breath weapon - will coat them from head-to-foot causing 6d6 damage (per round).
After the target has died, the gooey mass will birth a seedperson (within 1d6 minutes) who is able to replicate the appearance of its dead host - right down to clothes, armour and anything it was carrying at the time.
The corpse of the host remains where it fell and the seedperson is able to head off and begin its plans for world domination.
#ENC: 1d4+1, Special (see below)
AC: 7 
#Att: 1 (1d8, tentacle) or (1d6+1, bite)
Move: 12 (humanoid), 15 (roller), 18 (flight)
- Multi-form - a seedperson has three basic forms and is able to switch between each at will, taking one round to change shape. The forms are (a) humanoid (an exact physical replica of the humanoid it 'cloned', but totally devoid of emotional expression; (b) a bipedal hairy and scaled creature, about three or four foot high, that appears like the upper torso of a human - with the arms acting as legs - with a large mouth; (c) a thin, flying sausage form that extrudes grabby tentacles when it attacks. In its bipedal form it can waddle with a move rate of 8, but can curl up into a hairy ball and roll across any terrain with a speed of 15. The humanoid form will have the surface memories of the person it has replicated, but not the fine-motor skills or ability to use magic, wield weapons etc
- Telepathy - seedpeople have a weak form of telepathy that only works when they are looking directly at someone and when they actively use it (ie. it's not constant), then they can read surface thoughts within about five feet and can predict a person's next action to a slight degree, giving them +1 on initiative in the first round of combat.
- Create Drone - In a transitional state between their humanoid form and bipedal form a seedperson may extend plant-like tentacles onto a subject and, if they fail a save vs magic, they will become a drone in service to the seedperson (as per effects of a Charm Person spell). A drone remains in a zombie-like state while under the spell of a seeperson and is only able to perform very basic tasks.
- Vulnerability To Magic Light - both seedpeople and drones have a vulnerability to magic light (created by the first level Light spell). Seedpeople retreat from its presence and suffer 1d6/damage per round they are within the radius of its effect, while drones are allowed a second saving throw (at +5) to shake off the Charm Person effects for every round they are touched by its aura.