"It ate him...the darkness ATE him!" (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Talisman

10-04-06, 04:15 PM
Shadow Slime
Large Ooze
Hit Dice 8d10+24 (68 hp)
Initiative +4
Speed 30', climb 20'
AC 13 (-1 size, +4 Dex), touch 13, flat-pseudopodded 9
Base Attack/Grapple +6/+13
Attack Slam +8 melee
Full Attack 2 slams +8 melee
Damage Slam 1d8+4/19-20 plus 1d6 cold
Space/Reach 10'/5'
Special Attacks --
Special Qualities Blindsense, cold immunity, DR 5/--, grave-touched, infrasense, light-hater,
shadow blend
Saves Fort +4, Ref +6, Will +2
Abilities Str 17, Dex 18, Con 17, Int --, Wis 10, Cha 1
Skills Climb +11, Hide +12, Move Silently +12
Feats Improved Critical (slam) (B)
Environment Underground and Plane of Shadow
Organization Solitary
Challenge Rating 6?
Treasure None
Alignment Always neutral
Advancement 9-15 HD (Large), 16-27 HD (Huge)
Level Adjustment --

Like a wave of animate darkness, what resembles a pool of ink slithers across the floor. Its exact dimensions are hard to make out in the darkness, but it seems to be at least eight feet across.

Shadow slimes are bits of velvet darkness given life, oozes that evolved in the endless night of the Plane of Shadow. Unintelligent predators, they instictively seek to devour the occasional warm-blooded creature they encounter.
Combat: Shadow slimes attack with a slam. If successful, they will envelop their prey and spend the next few hours consuming it. If left alone, a shadow slime will be content with a single victim; however, if persecuted the creature will continue to lash out at whoever is handy.
Grave-Touched (Ex): Formed of equal parts darkness and death, shadow slimes are only tenuously living creatures. Like undead, they are healed by negative energy and harmed by positive energy. Shadow slimes cannot use their slam attacks to heal themselves or others of their kind.
Infrasense (Ex): In addition to their blindsense, shadow slimes are keenly aware of heat, being able to sense heat and cold to a range of 30'. They instinctively attack sources of heat, ignoring moving "cold" creatures unless they are attacked or unless there are no "warm" creatures within range of the slime's blindsense. They can distinguish relative levels of heat, and avoid flames in favor of warm-blooded creatures.
Light-Hater (Ex): Shadow slimes are born of darkness, and light is anathema to them. They automatically flee from bright, magical light (treat as frightened). If a shadow slime is feeding, engaged in combat, or otherwise has reason to stay put, it is allowed a Will save (DC = as the appropriate spell). This includes any spell with the [Light] descriptor of 2nd level or higher.
Shadow Blend (Ex): In any lightning conditions less than full daylight a shadow slime literally disappears into the darkess, gaining full concealment.

Skills: Shadow slimes have a +12 racial bonus on Hide checks, and a +8 racial bonus on Move Silently checks.
R.M.G.C.L.F.

10-04-06, 11:17 PM
It all seems right for a CR five, maybe a six, except for the Shadow Blend. Creatures with the shadow template can blend to 9/10th's concealment, but you've given this creature nearly-guaranteed invsibility. I'd put it down as a turtlish seven.
Talisman

10-05-06, 05:10 PM
Well, I compare it to the CR 5 Shadow Mastiff (http://www.wizards.com/d20/files/v35/MonstersS.rtf), which also has shadow blend (BTW, I'm using 3.5 rules, in which shadow blend gives full concealment, not 9/10ths). It's 50% miss chance instead of 40%. It's got more hp and than the shadow mastiff, plus DR and cold immunity. On the other hand, it doesn't have bay or trip, and it's much, much stupider.

Bumped it to CR 6. CR 5 is a bit low.