Tuesday, September 2, 2014

Slimes and Oozes of the Southern Claw

This was created as part of Displacerclaus in July.

An unrealistic and uncreepy representation of a Smile Slime.

The following list of slimes and oozes are native to the Southern Claw region, southwest of the great city of Vornheim. However, many enterprising and foolhardy scholars, game hunters and merchants have begun to export them to other lands. Most of these exportation attempts result in disaster and a subsequent infestation as the slimes have their way with indigenous creatures and populations.

The attributes of the slimes are minimalist with the intention of being easy to plug into your favorite D&D-type game. Only the aberrant characteristics are mentioned, so you will need to include any attributes that account for generally slimy and oozy behavior in your game of choice.  

  1. Face Sucker Ooze: Init: +5; Atk grasp +4 melee; AC 10; HD 1d8; MV 50’, climb 30’; Stealth +4; Resistant to slashing and piercing; Vulnerable to fire and cold; Align: Neutral. This small but deadly ooze will stalk its prey for hours for a chance to take it by surprise. A successful melee attack results in the ooze firmly attached to its target’s face, creating a powerful vacuum between it and the target. Target must make a successful DC 15 Strength check to wrest free of the ooze. Each turn the ooze remains affixed, the target must make a Constitution check or suffer 1d6 damage. After three accumilative failed Constitution checks, the vacuum will become powerful enough to pull the target’s innards through its mouth, instantly killing it.
  2. Gelatinous Polyhedral: Init: +X; Atk pseudopod +X melee (1dX); AC 10+X; HD 1dX; MV 5+1dX’, climb 5+1dX’; Resistant to slashing and piercing; Align: Neutral. Choose a polyhedral die at random. Ooze takes the rough shape of that die. All instances of X in the stat block are equal to the number of sides on chosen die.
  3. Mint Jelly: Init: +5; Atk pseudopod +4 melee (1d8); AC 12; HD 2d8; MV 15’, climb 15’; Stealth +5; Resistant to slashing and piercing; Vulnerable to cold; Align: Neutral. Native to jungles and temperate forests, this slime stretches its body along the moss and fern covered ground and emits a sweet, refreshing scent in order to attract its prey. The slime can cover an area approximately 20 feet in diameter, but it will wait to strike until at least one target is in the center of its reach. Any creature within 10 feet of the mint jelly must make a saving throw vs Poison or be surprised when the jelly attacks.
  4. Silver Slime: Init: +6; Atk pseudopod +6 melee (2d6); AC 16; HD 4d8; MV 50’, climb 30’; Resistant to slashing, piercing and cold; Vulnerable to fire and bashing; Align: Neutral. This slime resembles a living mass of mercury, having the ability to emulate slashing and piercing weapons with its pseudopod. When threatened by multiple attackers, the silver slime will take a shape not unlike a sea urchin, hitting any melee attackers who fail a Dexterity check with 1d10 of piercing damage.
  5. Night Slime: Init: +5; Atk bite +2 melee (1d4); AC 10; HD 1d4; MV 60’, climb 40’; Stealth +6; Resistant to slashing and piercing; Vulnerable to fire and light; Align: Neutral. These nocturnal slimes are a nuisance for farmers and herders as they tend to prey on livestock in the darkest hours of the night, feeding by sucking blood through a long pseudopod tipped with a primordial mouth. Night slimes are solitary hunters but large colonies can be found in caves. When attacked, the Night Slime will emit a pheromone that will provoke any other slimes within 100 feet to swarm. Most colonies house 3d20 night slimes.
  6. Mile Slime:  Init: +6; Atk pseudopod +6 melee (1d8); AC 14; HD 6d8; MV 30’, climb 30’; Resistant to slashing and piercing; Vulnerable to fire, cold and lightning; Align: Neutral. The mile slime is an efficient predator that covers the most amount of ground by stretching itself into many thin pseudopods radiating from a central location. It is most likely that an encounter with a mile slime will begin with an attack from only one of the whip-like arms, but another arm will appear in 1d6 rounds. Additional arms will continue to appear, often from many different directions, one after another until the hit points of the slime are depleted. At that point the arms will retreat, but it is unlikely that the slime itself is dead as only a small portion of its body has been present for the fight.
  7. Stuffing Slime: Init: +5; Atk grasp +4 melee; AC 10; HD 1d8; MV 50’, climb 30’; Stealth +4; Resistant to slashing and piercing; Vulnerable to fire and cold; Align: Neutral. A relative to the face-sucker ooze, the stuffing slime has evolved a similar hunting technique with a decidedly opposite means of killing its prey. With a successful hit, the stuffing slime will fix itself to the face of the victim. A successful DC 15 Strength check is required to remove the slime. On a failed Strength check, the slime will begin to stretch its body into the cavity of the victim’s lungs and stomach. A DC 15 Constitution check is required for every round that the stuffing slime remains on the victim. After the third accumilative failed Constitution check, the victim’s insides have been filled and death occurs.  
  8. Over Ooze: Init: +0; Atk pseudopod +4 melee (1d4); AC 10; HD 1d8; MV 15’, climb 15’; Stealth +5; Resistant to slashing and piercing; Vulnerable to fire and cold; Align: Neutral. Not much unlike your standard primordial ooze in composition, this slime has developed a specific hunting technique that sets itself apart. The over ooze will stretch its body into a net-like matrix upon the ceiling of a cave or dungeon. It then lowers hair-thin filaments to act as sensors. When two or more creatures are under the over ooze, it will drop from the ceiling, entangling all below it in an area up to 30’ in diameter. A DC 15 Strength check is required to break from the ooze. Bladed weapons provide a +2 to the escape attempt but the restriction of the net prevents the blades from harming the ooze enough to remove hit points. An attacker must be free from the ooze to deal damage.
  9. Smile Slime:  Init: +0; Atk pseudopod +1 melee (1d4); AC 10; HD 1d6; MV 30’, climb 30’; Resistant to slashing and piercing; Vulnerable to fire, cold and charm spells; Align: Neutral. These small blue slimes are friendly and helpful in nature. In fact, helping sentient beings appears to be their primary motivation and it is believed by some monster ecologists that the slime literally feeds from the approval of higher beings. The slime takes a vaguely oval shape with what appears to be the shape of a grinning humanoid face protruding from its back. Upon encountering a sentient being, the smile slime will become docile and subservient. The face will most closely resemble its last “master” and the slime will be able to learn to communicate using facial expressions used by its master after 1d4 weeks in his service. Smile slimes are slow to engage in violence and will often find creative ways to help their master should he be threatened or wish harm upon another.
  10. Blink Ooze: Init: +0; Atk digestive acid +8 melee (1d8); AC 12; HD 8d8; MV 5’; Resistant to slashing and piercing; Vulnerable to fire; Align: Neutral. Typically used as a security measure by paranoid wizards, a blink ooze will fill the entirety of a room but will remain invisible and intangible until triggered by any magic spell. Any subsequent spell casted will return the blink ooze to its pocket dimension. The intention in installing a blink ooze is that a spellcaster and any companions will be trapped in the middle of the ooze, slowly being digested by the creature, unable to perform the gestures needed to cast a spell to banish the ooze. Persistent effects from magical items do not count as spells in triggering the blink ooze.

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