Chiffon Gel [Archive] - Wizards Community

Post/Author/DateTimePost
Thomar_of_Uointer

03-03-04, 06:17 PM
Yes, it's a Celestial ooze.
It's about time someone made one of these.

Vzn the Gleugon was very happy. Breaking into the most secure vault in all of Olympia without anyone knowing he had entered was the best coup he had ever pulled. He had the gem containing his master's imprisoned essence clenched tightly in his claw, and all he had to do was take it to a demonforge and free him.
Almost to the end ot the ventillation shaft, Vzn cast invisibility on himself so that he could get to the portal without being skewered on the spears of several dozen archons. Suddenly, he stopped crawling. Something was wrong with the lighting here. The colors were wrong. He slowly leaned out around the last corner, and looked down a shaft to the 3' hole he had come in through.
He saw nothing.
Satisfied, he crawled right into the Chiffon Gel, and did not feel it untill he realized he had inhaled some of it.
"You should not have come."
Vzn's screams were muffled by mouthfuls of ocher ooze.

Chiffon Gels are natives to any of the Upper Planes. They appear as blobs of shapeless yellow ooze, and the oddest thing about them to adventurers is that they move about with purpose, unlike other oozes. They are live in the same places as rats, and live off of the same things. However, they are sometimes employed to clean out places in old buildings, eating whatever they find there as payment. They are intelligent, and resent being thought of as mindless blobs. They are nocturnal.

Chiffon Gel
Medium-sized Ooze (Good, Extraplanar)
Hit Dice: 10d10+ 70 (132 hp)
Initiative: +2
Speed: 15 ft. (3 squares)
Armor Class: 6, touch 6,, flat-footed 6
Base Attack/Grapple: +8/+16
Attack: Slam +1 melee (1d6 plus 1d6 acid and good)
Full Attack: Slam +1 melee (1d6 plus 1d6 acid and good)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, engulf, paralysis, 10th-level Cleric Spellcasting, Smite Evil 1/day
Special Qualities: Blindsight 60 ft., immunity to electricity, ooze traits, transparent, outsider traits, DR 10/cold iron AND magic
Saves: Fort +16, Ref –1, Will +2
Abilities: Str 6, Dex 2, Con 25, Int 13, Wis 16, Cha 10
Skills: Climb +11, Search +16, Appraise +16
Feats: Weapon Focus (Slam), Blind-Fight, Eschew Materials, Improved Initiative
Environment: Underground, Upper Planes
Organization: Solitary
Challenge Rating: 7
Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment: Always CG
Advancement: 10–15 HD (Medium); 16–28 HD (Large)
Level Adjustment: —

Chiffon Gels speak Celestial and Common

Acid (Ex): A Chiffon Gel’s acid does not harm metal or stone.
Engulf (Ex): Although it moves slowly, a Chiffon Gel can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The Chiffon Gel merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the Gel, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 21 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Gel moves forward. Engulfed creatures are subject to the Gel’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based.
Paralysis (Ex): A Chiffon Gel secretes an anesthetizing slime. A target hit by a Gel’s melee or engulf attack must succeed on a DC 25 Fortitude save or be paralyzed for 5d10 rounds. The Gel can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex): Chiffon Gels are hard to see, even under ideal conditions, and it takes a DC 20 Spot check to notice one. Creatures who fail to notice a Gel and walk into it are automatically engulfed
Blindsight (Ex): An Chiffon Gel’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Smite Evil (Su): A Chiffon Gel can declare one attack to be a smiting attack, which deals an extra 10 points of damage to an evil opponent.

Chiffon Gels tend to paralyze their opponents and take them to their superiors unless they are directly attacked. Then they try to kill their opponents and eat them.
R.M.G.C.L.F.

03-03-04, 07:11 PM
A few problems.

1. You did not include the creature type. I know it seems to be an ooze, but it is intelligent and it has outsider traits, so some clarification would help, and it would also be useful to know if it has any subtypes (like extraplanar or aquatic).

2. You do not say what the special abilities and special qualities do in a description block, we have only their names to go by.

3. The DR10/poison definately needs clarification. Is that poisoned weapons?
Thomar_of_Uointer

03-03-04, 09:10 PM
I need a sugguestion for the DR. I know I should give it some, to make it meet its CR and make up for its bad Dex and Str, but I don't know what kind of DR to give it.
R.M.G.C.L.F.

03-03-04, 09:14 PM
Hm, how about DR10/+2, and DR1/-
Thomar_of_Uointer

03-03-04, 09:17 PM
Okay, done. Cold iron seems best, since most outsiders are weak against it. How about Cold Iron AND +2?
R.M.G.C.L.F.

03-03-04, 09:22 PM
Actually, that's not true. Cold iron is mainly used against fey. Outsiders vary in their vulnerabilities, although most are weak against the opposing alignment, like demons fear lawful weapons and holy weapons while archons are hurt by chaotic weapons and unholy weapons. Also, the creature can't be both an ooze and an outsider. I would make it an ooze with the good subtype, and possibly the extraplanar subtype (if you want them to be native to celestia or some outer plane like that).
Thomar_of_Uointer

03-04-04, 04:08 PM
Hey, I like cold iron. Especially if it has to be +2, since enchanting cold iron is expensive, and most people won't be prepared for that. How's that?
R.M.G.C.L.F.

03-04-04, 05:42 PM
I was just thinking of having it be DR10/+2, and not tie any substance into it, but it's your monster.
Thomar_of_Uointer

03-04-04, 06:13 PM
Yep. Anyone else?
Vanigo

03-04-04, 08:31 PM
There's no such thing as DR/cold iron and +2 in 3.0 or 3.5. If you're playing in some sort of hybrid, it might work, but not by either set of core rules. 3.0 has no DR/X and Y; it only has DR/material and DR/+X. Magic weapons automatically penetrate any DR/material, so even if you gave it DR/cold iron and +2, any +2 weapon would do the job.
In 3.5, DR/material can only be penetrated by that material, and there is DL/X and Y, but there's no DR/+2. There is only DR/magic and DR/epic.
Thomar_of_Uointer

03-04-04, 10:34 PM
Really? Liches get DR something/bludgeoning and magic.
Vanigo

03-05-04, 12:25 AM
Yeah, bludgeoning and magic is fine. Bludgeoning and +2 is not. Magic and +2 are not the same.
Gez

03-05-04, 10:17 AM
Weird name. Was the intent to call them "rag jelly" (or "rag frost") in French, or is it just a coincidence?
Thomar_of_Uointer

03-16-04, 06:15 PM
Yes. A coincidence.

I actually thought it was a color, but whatever.