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) | |||||||
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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); Doesnโt 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 canโt communicate or negotiate. Unaffected by Animal or Plant spells that donโt 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.