Astringent Green Slime: Difference between revisions

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=== OFFENSE ===
=== OFFENSE ===
'''Speed''' 10 ft., [[Types of Movement#Greater Climb|Greater Climb]] 10 feet, also see Tendril Gush
'''Speed''' 10 ft., [[Greater Climb]] 10 feet, also see Tendril Gush


'''Space / Reach:'''  5 ft. / 5 ft.
'''Space / Reach:'''  5 ft. / 5 ft.

Revision as of 19:45, 21 June 2016


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Astringent Green Slime (CR 16)

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

CR 16 Hit Dice 24

XP 76,800

N Medium Ooze

Init +7; Senses Standard Tremorsense 60 feet, Perception +24


DEFENSE

AC 39, touch 28, flat-footed 33 (+10 armor, +6 dex, +6 natural, +7 deflection)

hp 374

Fort +15, Ref +15, Will +15

Aura: Slippery Surfaces (20 ft radius): Any creature using a surface-based movement type (standard move, Climb, possibly Swim or Burrow upon GM adjudication) that 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 it's turn, is subjected to a five foot Pull directly toward the Slime. 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.

SR: -

Special Defenses: -

Immunities:

  • all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) (an ooze with an Int score loses this trait)
  • gaze attacks, visual effects, illusions, and other attack forms that rely on sight
  • precision damage, critical hits, flanking
  • poison
  • sleep
  • polymorph, paralysis, stunning

Weaknesses: -

OFFENSE

Speed 10 ft., Greater Climb 10 feet, also see Tendril Gush

Space / Reach: 5 ft. / 5 ft.

Single Melee Tendrils +26 (3d8+17/x2) + 1d6 Con damage

Full Melee Tendril swarm +26 (3d8+17/x2), one attack versus all foes in a 15 foot cone, + 1d6 Con damage

Ranged Darting Tendril +26 (3d8+10/x2), range 50 maximum, +1d6 Con Damage, + Tendril Gush

Special Attacks Tendril Gush, Astringent Burst

Action Points 0


STATISTICS

Str 10, Dex 12, Con 18, Int -, Wis 10, Cha 12

Base Atk +16; CMB +26; CMD 34

Feats -

Skills -

Languages -


SPECIAL ABILITIES

Tendril Gush

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 it's 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).


Astringent Burst

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 take 4d6+1 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 24 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.

TREASURE

sell value of approximately 23,750 gp


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.

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.