Astringent Green Slime

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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 Owl Bears, although given the sheer nastiness of Green Slime, it is hoped that its creators died to it.

Green Slime is a dire threat and must be burned out wherever it is found. It will lie quiet for months on end after a good feed, and one method of containing it is to ensure a steady supply of rats and other vermin live in the area with it, so it lays dormant and well fed. 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 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 23, flat-footed 33 (+10 armor, +6 dex, +6 natural, +7 deflection)

hp 374

Fort +19, Ref +15, Will +15

Aura: Slippery Surfaces: 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 Slide directly toward the Slime. For creatures using Climb, this slide is always downward if toward the slime. If you Slide downward toward a Slime, the Slide is ten feet. This power cannot Slide 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 fifteen 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

<special abilities should have a save DC 24>

<special attack damage (standard action): 8d6+1>

<special attack damage (aoe's, swift actions or inflicting status effects): 4d6+1>

<Concentration (Primary Caster): d20 + 24 with a DC of 31 (7 needed on the die)>

<Concentration (Casual Caster): d20 + 19 with a DC of 31 (12 needed on the die)>


Tendril Gush

Once per encounter, as a triggered free action, a Green Slime may teleport up to fifty feet to be adjacent to a creature it just attacked with it's 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 any foe it is now adjacent to. NOTE: Since slimes are pretty much mindless, they will usually 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 slace, the green slime does not use Tendril Gush and may use it later.


Astringent Burst

Once per encounter, as a triggered free action, when they take damage equivalent to their Bloodied value, the slime uses it's Astringent Burst power as an interrupt. All enemy creatures in the area of effect of it's Slippery Terrain aura take 4d6+1 points of acid damage, suffer the effects of one Sunder maneuver, and Slide 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 sliding 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 utter 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 combatm, it seems as if every motion either you ar 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.