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This is a non-canonical adaptation of 4e canonical material

"Most slime is only dangerous if touched or if it drips on a careless delver..." -- Dungeon Fantasy 2: Dungeons

Erupting Slime (altered)
Monster Class Slime
ST 0 HP 10 Speed 6.00
DX 12 Will 10 Move 1
IQ 0 Per 10 Weight NG
HT 12 FP 12 SM
Size
ยฑ0
0
Dodge 6.00 Parry N/A DR 0
Attacks Slimeball (12): Ranged attack (Acc 3, Range 10/100). Penetrates armor in DR seconds, and then delivers 2d toxic, reduced to 1d toxic with a HT roll
Traits Amphibious; D&D Ooze (Meta-Trait); Doesnโ€™t Breathe; Injury Tolerance (Diffuse; Infiltration, Can ooze under barriers and through tiny holes); Invertebrate; No Legs (Slithers); No Manipulators
Skills None
Habitat Not Given
Bestiary
Origin
Fantasy
Notes Nonsentient โ€“ canโ€™t communicate or negotiate.
Unaffected by Animal or Plant spells that donโ€™t specifically target slimes. A dead slime can be used (or sold) as one dose of Oozing Doom.
CER Not yet calculated

The erupting slime is, as expected, a slime--one which spits toxic slimeballs at targets, causing Toxic damage. This variant has has been altered to be in line with D&D 3.x oozes.

Behavior[]

Although the slime can shoot up to 100 yards, it has a very limited accuracy (Skill 12) and will generally be limited to a maximum of 20 or 30 yards. They're most dangerous when around dead bodies, where they can reproduce with supernatural speed. It takes about an hour for an erupting slime to convert a dead body into a new slime, so battlefields of the dead--including fallen undead--could spawn an entire swarm of slimes in a mere day.

See Also[]