| Post/Author/DateTime | Post |
|---|---|
| Talisman04-26-06, 05:12 PM | Yes, folks, it's my ooze thread! Get ready for a collection of benighted jams, jellies and sauces the like of which few have tasted...plus an aberration or two. PEACHes always welcome (they go great with pudding!) This thread will be updated on a rigorous "whenever I get a chance" basis. All monsters to be listed in this first post, for ease of nit-picking. Creature the first: Quicksilver Ooze Medium Ooze Hit Dice 12d10+48 (114 hp) Initiative +13 Speed 90' AC 19 (+9 Dex), touch 19, flat-footed 19 Base Attack/Grapple +9/+11 Attack Slam +19 melee Full Attack 6 slams +19 melee Damage Slam 1d6+2/19-20 Face/Reach 5'/5' Special Attacks -- Special Qualities Blindsight 60', improved evasion, uncanny dodge, quickness Saves Fort +8, Ref +15, Will +4 Abilities Str 15, Dex 29, Con 18, Int 8, Wis 10, Chr 5 Skills Tumble +24 Feats Combat Reflexes (B), Improved Critical (slam), Improved Initiative, Lightning Reflexes, Run (B), Weapon Finesse, Weapon Focus (slam) Environment Any land Organization Solitary Challenge Rating 10 Treasure None Alignment Always neutral Advancement 13-16 HD (Medium), 17-24 HD (Large) Level Adjustment -- A puddle of silvery fluid about 6' across suddenly trembles. Then, with startling speed, it slithers across the floor towards you. A counterpart to the typical slow, plodding oozes, quicksilver oozes are lightning-fast and deadly. They appear to be large puddles of mercury until they move, which they do with uncanny speed and agility. Also, unlike the vast majority of oozes, quicksilver oozes are intelligent enought to learn from past experiences and to formulate battle plans. Quicksilver oozes speak no known languages; nor do they demonstrate any desire to communicate with other beings. Combat: Quicksilver oozes attack with a lightning-fast flurry of slam attacks, battering their surprised foes before they can react. Unlike most oozes they will retreat if severely damaged, and will abandon fallen enemies to pursue those that are still dangerous. For all this, quicksilver oozes appear fearless in combat, relying on their supernatural speed to escape dangerous situations. Improved Evasion (Ex): If subject to an attack that allows a Reflex save for half damage a quicksilver ooze takes no damage on a successful save, and only half damage on a failed save. Quickness (Ex): A quicksilver ooze is so swift that it can take an additional move-equivalent action each round. This allows the ooze to move and make a full attack action. Uncanny Dodge (Ex): A quicksilver ooze never loses its Dexterity bonus to AC, even when caught flat-footed. Creature the Second: Shethrym Medium Aberration (Amphibious, Aquatic) Hit Dice 8d8+24 (60 hp) Initiative +7 Speed 30', swim 30' AC 19 (+3 Dex, +6 natural), touch 13, flat-tentacled 16 Base Attack/Grapple +6/+16 Attack Slam +8 melee Full Attack 4 slams +8 melee Damage Slam 1d8+2 Face/Reach 5'/5' Special Attacks Grapple mastery, grappling rend 2d8+4, shocking presence Special Qualities DR 10/slashing or piercing, fortification, immunities Saves Fort +7, Reflex +5, Will +7 Abilities Str 15, Dex 16, Con 17, Int 10, Wis 12, Cha 11 Skills Disguise +8, Listen +10, Spot +10, Swim +10 Feats Alertness, Great Fortitude, Improved Initiative Environment Any land or aquatic Organization Solitary, pair or brood Challenge Rating 4 Treasure Half standard Alignment Always evil (usually chaotic) Advancement 9-12 HD (Medium), 13-24 HD (Large) or by character class Level Adjustment -- What at first appears to be a man drops its cloak, revealing not a human body but a hideous mass of squirming gray tentacles, which provide support and bulk. At the center of this mass is a lump of flesh bearing a crude facsimile of a human face. Shethrym are hideous creatures which exist to do the bidding of more powerful lords of chaos--beings from the Far Real, such as mind flayers, aboleths, and the greatest of alienist wizards. A shethrym vaguely resembles an octopus with far too many long, thin, sinewy tentacles; at its center is a lump of flesh bearing crude features, which could pass for a human face at a glance. Shethrym often disguise themselves as humans, using some tentacles as legs, others as arms, and the rest to bulk out the "body." Shethrm are equally at home on land or in the water, and often evade death or capture by fleeing to a nearby waterway. Combat: Shethrym fight with bludgeoning blows of their tentacles. They have from 40 to 60 tentacles, but cannot attack with more than four in a round. Fortification (Ex): The bodies of shethrym are composed mainly of snaking tentacles, making it hard to land a telling blow on a vital spot. Any critical hit or sneak attack on a shethrym has a 25% chance to be treated as a normal attack with no extra damage. Grapple Mastery (Ex): Shethrym do not provoke attacks of opportunity when making a grapple attempt, and they gain a +8 racial bonus on grapple checks because of their many tentacles. They are considered to have the Improved Grapple feat for purposes of prerequisites. Grappling Rend (Ex): If a shethrym successfully strikes a foe of its own size or smaller with two or more tentacles in a round, it will wrench the foe's body in two directions at once, dealing an additional 2d8+4 points of damage. Shocking Presence (Ex): Shethrym are so unnerving in appearance that the sudden unveiling of one may startle the unwary. If a shethrym disguised as a humanoid suddenly drops its disguise, all those present and unaware of its true nature must make Will saves (DC 14) or be surprised; they are considered flat-footed and unable to act for the surprise round. This ability has no effect on blind creatures, creatures familiar with the shethrym, or creatures unlikely to be affected by its bizarre appearance (such as aberrations or fiends). The save DC is Charisma-based. Creature the Third: Great Head Large Aberration Hit Dice 10d8+30 (75 hp) Initiative +1 Speed Fly 50' (perfect) AC 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 Base Attack/Grapple +7/+16 Attack Bite +13 melee or hair +12 melee touch Full Attack Bite +13 melee, 2 hairs +7 melee touch Damage Bite 2d8+7/18-20/x3, hair 0 Space/Reach 10'/5' (10' with hair) Special Attacks Gnash, improved grab, superior critical Special Qualities Cold and electricity resistance 20, DR 10/magic, flailing hair, frightful presence, stare Saves Fort +6, Ref +4, Will +8 Abilities Str 21, Dex 12, Con 16, Int 9, Wis 13, Chr 10 Skills Listen +9, Spot +10 Feats Ability Focus (stare), Alertness, Flyby Attack, Weapon Focus (bite) Climate/Terrain Temperate woodlands and mountains Organization Solitary Challenge Rating 6 Treasure None Alignment Always chaotic evil Advancement 11-20 HD (Large), 21-30 HD (Huge) Level Adjustment -- Howling down from above comes what looks like a humanoid head fully nine feet tall. Its long black hair is wild and flies about in the wind; its huge eyes are bloodshot and staring, and its mouth is open, revealing an array of gnashing fangs. Great heads appear to be just that--enormous humanoid heads, unconnected to any body. Believed by some to be distantly related to beholders, great heads are a dangerous menace of the wilderness. They are universally evil and destructive, and are unable to cooperate even among themselves. Great heads are capable of supernatural flight, which surrounds them with howling winds and makes their hair fly wildly in all directions. Great heads rarely speak except to scream and howl, but they understand Common and Sylvan. Combat: Great heads attack by swooping down from the sky, attempting to snag individual victims to devour. They dislike confronting large groups of foes, preferring the victims alone and helpless. However, they are perpetually hungry, and their egos may drive them to attack forces they cannot overcome. Flailing Hair (Ex): When enraged, a great head's hair whips about in a frenzy, granting the creature a +5 dodge bonus to AC against ranged attacks. Additionally, all enemies in melee with the great head suffer a -2 circumstance penalty to attack rolls and skill checks. Frightful Presence (Su): Any creature within 30' of an attacking great head must make a Will save (DC 15). On a failure, creatures of 5th level or less are panicked, while those of 6th level or more are shaken. The save DC is Charisma-based. Gnash (Ex): If a great head successfuly grapples a foe with its bite attack it automatically hits with its bite on subsequent rounds, inflicting double damage (4d8+14). Improved Grab (Ex): If a great head gets a hit with its bite or hair it can attempt a grapple as a free action. If the grapple succeeds with the bite, the great head can gnash. If the grapple succeeds with the hair, the great head gains a +4 circumstance bonus to bite attacks against the grappled individual. Stare (Sp): As a standard action a great head can stare, producing an effect identical to a fear spell (caster level 10th; save DC 16). The save DC is Charisma-based. Superior Critical (Ex): A great head threatens a critical on a roll of 18-20 with its bite, and deals triple damage. Creature the Fourth: Swamp Ooze Large Ooze Hit Dice 6d10+30 (85 hp) Initiative -5 Speed 20', swim 30' AC 5 (-5 Dex), touch 5, flat-pseudopodded 5 Base Attack/Grapple +4/+11 Attack/Full Attack Slam +6 melee Damage Slam 1d8+4 Face/Reach 10'/5' Special Attacks Contagious touch, nauseating stench Special Qualities Immunities Saves Fort +7, Ref -3, Will +2 Abilities Str 17, Dex 1, Con 21, Int --, Wis 10, Chr 2 Skills Swim +11* Feats -- Environment Swamp Organization Solitary Challenge Rating 5 Treasure None Alignment Always neutral Advancement 7-12 HD (Large), 13-18 HD (Huge) Level Adjustment -- A lump of swamp mud rises up, exuding a horrendous odor. As it lurches toward you, you see that it is a greasy, gelatinous green in spots--it is not composed of mud, but rather is coated in mud. Swamp oozes are a type of ooze that has adapted to life in the swamps. These creatures are deceptively dangerous, not because of any great fighting prowess, but because of the diseases they carry; many a hero has slain a swamp ooze only to die days later from the contagions carried by the horror. In their natural habitat swamp oozes devour carrion whenever they can; their voracious appetites, however, ensure that they attack living creatures whenever they encounter them. Combat: Like most oozes, swamp oozes attack with a straightforward pseudopod-slam. Contagious Touch (Ex): The body of a swamp ooze acts as a carrier for any number of foul diseases. On a successful melee touch attack (including a slam attack that missed the target's AC but sucessfully struck his touch AC) the victim must make a Fortitude save (DC 18) or contract a random disease. Roll randomly for each disease whenever someone fails their Fortitude save; a single swamp ooze can carry many diseases. The save DC is Constitution-based. Immunities: Swamp oozes, for obvious reasons, are immune to all diseases, poisons, and nauseating or sickening effects. Nauseating Stench (Ex): The form of a swamp ooze continually exudes a stench that is nearly indescribable. Anyone within 10' of one must make a Fortitude save (DC 18) or be sickened for the duration of the combat plus 1 minute. Creatures immune to critical hits, as well as those that cannot smell, are immune to this effect. The save DC is Constitution-based. Skills: *Swamp oozes have a +8 racial bonus on Swim checks and can always take 10 on a Swim check. |
| savant_warlord1304-26-06, 05:58 PM | I love it! I would suggest giving it combat reflexes, however |
| scienceman4704-27-06, 12:23 AM | This is great! Are you taking suggestions? Or perhaps requests? I have many ideas. |
| Secrets Untold04-27-06, 05:07 PM | I am currently working on the Tempest Slime, an ooze with air-based powers. If you'd like, I'll post it here when it's done. |
| Talisman04-28-06, 04:05 PM | I love it! I would suggest giving it combat reflexes, however Thanks! Good thought. Consider it done. This is great! Are you taking suggestions? Or perhaps requests? I have many ideas. Suggestions and requests are welcome, although I make no promises as to how quickly (or even if) I can fulfill them. I am currently working on the Tempest Slime, an ooze with air-based powers. If you'd like, I'll post it here when it's done. Sounds intriguing. Post away! |
| scienceman4704-30-06, 12:53 AM | Bump, so it doesnt die. |
| Secrets Untold04-30-06, 08:53 AM | For the Tempest SLime, I'm stuck on Spell-Like Abilities. But I can take requests for more, *ahem*, exotic oozes. |
| savant_warlord1304-30-06, 10:38 AM | An incorporeal ooze would be interesting |
| Talisman05-01-06, 06:29 PM | Thanks for the bump, scienceman47. Hmm...incorporeal. Good idea, savant! New critter up...not an ooze (long story), but an aberration! Thoughts on the shethrym? |
| Talisman05-11-06, 03:41 PM | And a squid :coolcthul |
| savant_warlord1305-12-06, 04:49 PM | I would suggest using my fortification system rather than the official D&D one. |
| dengarbountyhunter05-12-06, 05:13 PM | hmmm... You could grant the Quicksilver ooze the ability to bypass DR as if their attacks were silver-coated without even increasing the CR. (I know quicksilver has no link with silver in real life, but we're talking about a fictional monster concept in a fantasy game...) |
| savant_warlord1305-12-06, 05:19 PM | I would not use the silver attack ability if I were you |
| Talisman05-15-06, 03:36 PM | Savant, I like your Fortification system, but I need to toss some numbers around before I convert. I may just do that, though. My main problem is that high-level warriors with their massive attack bonuses can pretty much ignore it; one of the things I kind of like about the percentile system is that it screws high- and low-level fighters equally. And I think I'll keep the quicksilver ooze as is. Interesting idea, but it's all about speed, not actual silver per say. Maybe a few variant oozes have this ability (the "anti-lycanthope oozes"). |
| IGoUnknown05-16-06, 06:19 PM | Double post |
| IGoUnknown05-16-06, 06:20 PM | If the quicksilver ooze hits,don't you think it should have some poison-like affect on the creature that was attacked? Unless of course, by quicksilver ooze you meant fast silver ooze instead of ooze made of mercury. |
| Talisman05-17-06, 01:27 PM | No poison. This isn't a "scientific" monster; it's just a fast, silver-colored ooze. I named it "quicksilver" because quicksilver (mercury) is often associated with speedy things in fantasy, and I like the idea. New aberration! Great heads are based on legitimate American Indian legends, I swear! And Savant, I had this thing before I ever read your Windscreamer! |
| Talisman05-22-06, 04:16 PM | Shameless :bump: |
| dengarbountyhunter05-22-06, 06:49 PM | Is there no such thing as an underwater ooze anywhere? Like a gigantic amoeba (sp?)? I guess its acid damage would be lesser (acidity in water=bleah), but combat underwater is harder for most PCs than for aquatic monsters. For a particularly mean twist, it could be translucent (+mucho on Hide checks underwater) and have long reach slam attacks ("hey, that puddle swings a tentacle at me!") Edit: And what about invisible oozes? Elemental oozes? Intelligent oozes (would these be aberrations?)? Polymorphic oozes? Fiendish/celestial oozes? Half-dragon oozes? Too many possible ooze concepts, and only a handful of them exist! |
| Talisman05-23-06, 02:49 PM | There are 3 aquatic oozes in FF: the reekmurk, flotsam ooze, and bloodbloater ooze swarm. Monsters of Faerun also has the aballin, or "living water." Working on a couple new oozes...for now, try the stinky, smelly, somewhat-aquatic swamp ooze. |
| ZeronHitaro05-26-06, 03:11 AM | I had a random idea come to mind for an ooze: Sovereign Glue Ooze From the SRD: Sovereign Glue This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of salve of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the salve of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8-1, minimum 1), with the other ounce of the flask’s capacity taken up by the salve of slipperiness. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. (Sovereign glue is dissolved by universal solvent.) Strong transmutation; CL 20th; Craft Wondrous Item, make whole; Price 2,400 gp (per ounce). Can you say "sticky situation"? |
| Lord_Bahamut06-04-06, 03:15 AM | I love the Sovereign Glue Ooze. It engulfs people, and then they are stuck inside the ooze until it eats them. Universal Solvent should deal a helluva lot of damage to them, tho. :rofl: |
| Lord_Bahamut06-04-06, 03:17 AM | Or maybe a decanter of endless ooze? Maybe it could shoot a tentacle out of the bottle and suck people inside. Definately a nasty cursed item! :D |
| LordCallubonn01-28-07, 11:35 PM | Ok I know this thread is almost dead, but does anyone ahve the stats for a Flotsam? My ex-wife got my d&d collection int he div.. So I am putting my stuff back together & need this for a game.. Thx.. oH & just for giggles.. :bump: |
| abraham02-01-07, 06:49 PM | how about a hairy ooze?(i.e. cousin itt) |