Ooze (4e Creature)

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There are many different varieties of ooze, slime, and jelly. More are being discovered all the time, as warped wizards seek to create life or fashion efficient dungeon scavengers. The unifying feature of these creatures is a dissolving touch that consumes flesh as well as weapons and armor.

Encounters[edit]

Level 3 Encounter (725 XP)
  • 2 Sand Slimes (Level 4 lurkers, 175 XP each)
  • 3 Lesser Earth Elementals (Level 2 soldiers, 125 XP each) [Monster Vault p. 108]

This encounter takes place in the bottom level of a ruined fort. The wall is partially demolished. The desert sand occupies the squares nearest to it and acts as difficult terrain. Four stone pillars occupy the center, which the earth elementals can earth glide through. The sand slimes lurk just beyond the sand boundry, attacking those lured in by the elementals with delayed engulf. The elementals will take advantage of any enemies suffering from the resulting AC penalty.

Sand Slime[edit]

"As you step over the sand dune you realize the other side is much too soft... it's as though the ground was eating you."

A monster that blends in perfectly in its natural environment, this slime is grainy and sand colored. Unlike other slimes, a sand slime cannot eject inedible material. Debris accidently ingested is ground up, adding to the slime's bulk. When the slime reproduces by splitting, this ground waste material is left in a pile.

Sand slimes attack their prey by engulfing it and rapidly rubbing. This quickly erodes flesh, bone or armor into a paste it can digest.

Sand Slime
Level 4 Lurker
Medium Natural Beast (blind, ooze)
XP 175
HP 47; Bloodied 23 Initiative +9
AC 18; Fortitude 17, Reflex 17, Will 14 Perception +2
Speed 4, climb 4 Blindsight 10
Immune blinded, gaze effects Resist 5 fire, 5 poison
Vulnerable 5 cold
Traits
Ooze
While squeezing, the slime moves at full speed rather than half speed, it doesn't take the -5 penalty to attack rolls, and it doesn't grant combat advantage for squeezing.
Standard Actions
Basicmelee.png Abrasive Slam ♦ At-Will
Attack: Melee 1 (one creature); +7 vs. Reflex
Hit: 5 damage, and the target takes a -2 penalty to AC until the end of the slime's next turn.
Melee.png Engulf ♦ At-Will
Attack: Melee 1 (one creature); +7 vs. Reflex
Hit: 1d6 + 3 damage, and the slime grabs the target (escape DC 18). Until the grab ends, the target takes a cumulative -2 penalty to AC. Attacks that hit the slime deal half damage to the slime and half damage to a single creature grabbed by the slime.
Skills Stealth +10
Str 11 (+2) Dex 16 (+5) Wis 11 (+2)
Con 17 (+5) Int 1 (-3) Cha 1 (-3)
Alignment Unaligned Languages -
Equipment Any of its previous victims Equipment
4311851849_f3c119a90c.jpg
A sand slime (Photo by [1], on Flickr]_

This slime looks like a round pile of sand, and will begin an encounter hidden on or near natural sand. It moves by rolling.

It will remain hidden, delaying an engulf attack, until it or another nearby sand slime is attacked, or until a victim moves adjacent to it.

Since a sand slime cannot benefit from the abrasive AC penalty from another sand slime, they are best used in conjunction with monsters that strike AC. Since they attack living creatures, they are often encountered with elementals or constructs.


Back to Main Page4e HomebrewCreaturesLevel 4

Olive Slime[edit]

Olive slime is a strain of monstrous plant life, closely related to green slime, that grows while clinging to ceilings. Olive slime blends in with other slime and moss on cave walls, and is difficult to see. More dangerous than green slime, olive slime favors moist, subterranean regions. It feeds on whatever animal, vegetable, or metallic substances happen to cross its path. The vibrations of a creature beneath it are sufficient to cause it to release its tendrils and drop.

Contact with olive slime causes a numbing poison to ooze from the creature. The slime then spreads itself over the body of its victim, sending out parasitic tendrils to feed upon the body fluids of the host. For humans and demihumans, the point of attachment is usually along the spinal area. The feeding process soon begins to affect the brain of the host as it changes the host's body.

Olive Slime
Level 5 Lurker
Small Natural Beast (Blind, Ooze)
XP 200
HP 53; Bloodied 26 Initiative +9
AC 19; Fortitude 18, Reflex 18, Will 15 Perception +2
Speed 4, climb 4 Blindsight 10
Immune blinded, gaze effects Resist 5 poison
Vulnerable 5 fire, 5 acid
Traits
Ooze
While squeezing, the ooze moves at full speed rather than half speed, it doesn't take the -5 penalty to attack rolls, and it doesn't grant combat advantage for squeezing.
Standard Actions
Basicmelee.png Slam (poison)♦ At-Will
Attack: Melee 1 (one creature); +8 vs. Fortitude
Hit: 1d6 + 4 poison damage, and the target is dazed (save ends)
Melee.png Engulf (poison)♦ At-Will
Attack: Melee 1 (one creature); +8 vs. Fortitude
Hit: The slime grabs the target (escape DC 19). If the slime was hidden, it makes another Stealth check to remain hidden. If the slime remains hidden, the grab does not immobilize the target. While the target is grabbed by the slime, it is dazed (save ends). If the slime is hidden, the target takes a -5 penalty to the saving throw; First failed save: the target is dominated (no save).

Attacks that hit the slime deal half damage to the slime and half damage to the creature grabbed by the slime.

Skills Stealth +10
Str 11 (+2) Dex 16 (+5) Wis 11 (+2)
Con 17 (+5) Int 1 (-3) Cha 1 (-3)
Alignment Unaligned Languages -
Equipment -
oozeslim.gif
Olive Slime (From 2e Monstrous Manual)

An olive slime will usually be encountered hiding on a cave roof, where it can drop down and make an engulf attack with a readied action. If it remains hidden, the unlucky player can be told her character is dazed but does not know the cause. A dominated victim will first try to kill, or escape from, other party members, since her only chance to be rid of the slime is for another person to spot it and remove it. Once alone, the host's main concern becomes how to feed, protect, and sustain the growth of the olive slime.


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