Difference between revisions of "Astringent Green Slime"

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Latest revision as of 19:55, 12 July 2019

Astringent Green Slime

Astringent Green Slime (CR 16)

Neutral - Medium - Ooze
Green Slime is speculated to be some sort of horrific slime mold that has been Tampered With in a manner similar to Owlbears, although given the sheer nastiness of Green Slime, it is hoped that its creators died in the process.
It is relatively well known that green slime will lie quiet for months on end after a good feed. As a result, one method of containing it is to ensure a steady supply of rats and other vermin live in the area with it, so it stays indolent. Unfortunately, it is much too dangerous to actually check on, so it's not uncommon for even 'contained' slime infestations to break loose.
Astringent Green Slime is a mutant strain even worse than normal Green Slime, with acidic bubbles that burst as it is wounded, usually to dire effect.

General

Lore Check: Know (Dungeoneering) (Basic: DC 32; Full: DC 47)
Init: +29
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Blind to Vision, Tremorsense 90 ft.
Passive Perception: 39 (Spot: +29, req's move action)

Defense

AC: 39    Touch: 28
Maneuver Defense (MD): 41
Hit Points: 374     (Bloodied Value: 187)    Hit Dice: 31
Fort: +15    Refl: +15    Will: +15
Special Defenses:
  • ER 30/acid
Strong Against:
  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
  • (Ooze 1) Immune (no effect): gaze attacks, visual effects, illusions, and other attack forms that rely on sight
  • (Ooze 2) Immune (no effect): poisons (tainted, poisoned, blighted), magical sleep (drowsy, sluggish, asleep), paralyzed, stunned, polymorph
  • (Ooze 3) Immune (no effect): flanking, prone, critical hits
  • (Ooze 4) Hardened (½ damage): precision damage
Weak Against:

Offense

Movement Types: Walk 20 ft., Greater Climb 20 ft., Lesser Swim 20 ft., also see Tendril Gush
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 1x Tendrils +26 (4d8+15/19-20 x2) as (undefined damage type); acid damage, plus 1d4 points of Con Damage
Full Attack:
Standard Ranged:
  • 1x Darting Tendril +26 (4d8+15/19-20 x2) as (undefined damage type) (Increment: 50 ft.; Max Range: 50 ft.) ; plus 1d4 points of Con damage, also see Tendril Gush
Maneuver Offense: +26
Siege Damage: Not siege capable
Special Attacks: Tendril Gush, Tendril Swarm, Astringent Burst, Slippery Terrain
Action Points: 0

Statistics

Str: 10    Dex: 12    Con: 18    Int: -    Wis: 10    Cha: 12
Feats:
Skills:
Languages: None

Special Abilities

Tendril Gush (Ex)

Once per encounter, as a swift action, a Green Slime may teleport up to fifty feet to be adjacent to a creature it just attacked with its Darting Tendril attack. Essentially, the slime shoots the tendril at food, and rather than pulling the tendril back to its central mass, it pours its central mass down the length of the tendril. Bleah. After using Tendril Gush, the Slime may make a single Tendrils attack against one foe it is now adjacent to. NOTE: Since slimes are mindless, they will move to the closest open space they can reach with Tendril Gush, which might be on the far side of a foe that is in dense space. If there is no legal space, the green slime cannot use Tendril Gush (but can try again later).

Tendril Swarm (Ex)

As a full attack action, the Slime may erupt a swarm of acidic tendrils and flail them into a 3x3 space adjacent to its space. This tendril swarm attack hits as a normal melee attack, rolled once against all creatures in the fifteen foot cone, then applied to every creature in the area of effect. Tendril Swarm does 4d8+15 points of acid damage plus 1d4 points of Con damage to all creatures struck.

Astringent Burst (Ex)

Once per encounter, as a triggered free action, when they accumulate damage greater than or equal to half their maximum health, the slime uses its Astringent Burst power as an interrupt. All enemy creatures in the area of effect of its Slippery Terrain aura (see below) take 4d8+15 points of acid damage, suffer the effects of one Sunder maneuver, and are Pulled two squares toward the Slime that triggered the Astringent Burst. Making a Reflex save versus a DC of 29 negates the damage completely and avoids the Sunder maneuver, but does NOT stop the forced movement. Note that in cases where more than one Astringent Burst is triggered, players may find themselves being Pulled back and forth most chaotically.

Slippery Terrain (Ex)

Any creature using a surface-based movement type (standard Walk, Climb, possibly Swim, Burrow, or other upon GM adjudication) that either ends its movement within 20 feet of an Astringent Green Slime, or does not actively move away from a Green Slime with a Move action during its turn, is subjected to a five foot Pull directly toward the Slime at the end of its Move or the end of its Turn. For creatures using Climb, this Pull is always downward if toward the slime. If you are Pulled downward toward a Slime, the Pull is ten feet. This power cannot Pull a creature upward. It is possible for the Slippery Terrain effect of multiple slimes to 'cancel each other out' if you maneuver directly between them, although the wisdom of such an act is left to the player to decide.


Combat Tactics

Astringent Green Slimes are utterly mindless, unquiet masses of flesh-digesting horrible matter that move toward vibrations and attack with hungry intent. They will not use tactics or flanks or any other maneuver except by accident, and given their terrible abilities, they do not really feel the lack.
Every surface within twenty feet of an Astringent Green Slime will be coated with a nearly invisible but insanely slick coating, and during combat, it seems as if every motion either you or the slime makes, or even if you stand still, causes you to slip inevitably closer to the slime. Astringent Green Slimes instantly digest horrifyingly large chunks of flesh with their attacks, causing Con damage quickly and terribly.
In combat, Green Slimes will close to fifty feet as fast as they can and then use Darting Tendrils and Tendril Gush to teleport into melee range. If they have a melee opponent, they will always attack it. If they have two or more melee opponents they can attack with tendril swarm, they will always do so. They will move toward the nearest foe and attack, even if only with a five foot step, unless they are adjacent. If two or more are equally distant, they will roll randomly to determine which way they go. If all foes have moved past Tendril Swarm range, they will move toward the closest and use Darting Tendrils and Tendril Gush if they still have it. If they cannot reach with a Darting Tendril attack, they will make a double move toward the closest target, until the food is outside its tremorsense.
When sufficiently damaged, Astringent Green Slimes burst acid-filled organelles within their flesh, making their Slippery Terrain ability even worse and spraying acid on every nearby enemy.
Being completely mindless, once combat begins Astringent Green Slimes will never pause, slow, or falter in their pursuit of a meal.

Out of Combat

Green Slimes are a terrible menace, and one of the more common bounties intrepid adventurers can pretty much always get, is going out to clean up some slimes. It's a dirty job, but somebody has to do it.

Rewards

XP: 76,800
Treasure: Sellable Goods worth 43,125 gp.
Weight: 170 lbs.     Volume: 7 cu ft
  • Slime often have coin and gemstones from past meals encysted in their mass, plus the viscous goo they leave behind after they are destroyed is worth a lot of gold to the proper buyers.
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
Table 2: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
Table 3: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)