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Ooze Creatures (CR ½ - 5)

Foamy Floater

Large Ooze

Hit Dice: 7d10+35 (73 hp)

Initiative: -5 (Dex)

Speed: 10 ft. (2 squares), fly 10 ft (perfect).

AC: 4 (-5 Dex, -1 size), touch 4, flat-footed 4

Base Attack/Grapple: +5/+11

Attack: Slam +6 melee (1d4+2 plus 1d6 acid plus poison)

Full Attack: Slam +6 melee (1d4+2 plus 1d6 acid plus poison)

Space/Reach: 10 ft./5 ft.

Special Attacks: Acid, envelop, poison

Special Qualities: Airy, blindsight 60 ft., ooze traits, split, vulnerability to cold

Saves: Fort +5, Ref -3, Will -3

Abilities: Str 15, Dex 1, Con 21, Int -, Wis 1, Cha 1

Environment: Temperate and warm land

Organization: Solitary, pair or cluster (3 – 5)

Challenge Rating: 5

Treasure: None

Alignment: Always neutral

Advancement: 8 – 10 HD (Large), 11 – 20 HD (Huge)

 

A big mass of glistening foam is floating through the air towards you like a threatening bubbly cloud.

 

Foamy floaters are beings consisting of a multitude of gas-filled bubbles, allowing the creature to propel itself slowly through the air. Wisps of this creature drifting in the wind, refracting the sunlight in all colors of the rainbow, are a beautiful view, albeit a dangerous one.

Although normal cold climate conditions do not damage foaming floaters in a special way, the creatures tend to shun low temperatures, even going so far as to drift southwards at autumn's chill to reach warmer regions.

Foamy floaters are deadly predators, even to humans, feared for their painful poison.

A foamy floater measures about 10 feet across, but weighs only about 5 pounds.

Combat

Foamy floaters drift towards their prey slowly, innocuously. The creature usually tries to envelop prey with all its body.

Acid (Ex): A foamy floater’s acid does not harm stone or metal.

Envelop (Ex): A foamy floater can drift around Medium or smaller creatures as a standard action to totally envelop them. It cannot make a slam attack during a round in which it envelops. The floater merely has to move into the opponent’s squares, affecting as many as it can cover. Opponents can make opportunity attacks against the floater, but if they do so they are not entitled a saving throw. Those who do not attempt attacks of opportunity must succeed at a DC 15 Reflex save or be enveloped. Enveloped creatures are subject to the floater’s acid and poison, and are considered to be grappled. The save DC is Strength-based.

Poison (Ex): Slam – save DC 18, initial and secondary damage 2d4 Dex.

The save DC is Constitution-based.

Airy (Ex): Since a foamy floater’s physiology is made of a little ooze and lots of empty space, it is difficult to know, where to attack.. Any piercing melee or ranged attack directed at it has a 20% miss chance (the blow or missile just passes harmlessly through the creature’s space). Even a true seeing effect is useless in determining where and how to strike the creature.

Against wind effects and spells, a foaming floater reacts as a creature three size categories smaller.

Split (Ex): Slashing weapons and electricity deal no damage to a foamy floater. Instead, the creature fractures into two identical foamy floaters, each with half of the original’s current hit points (round down). A foamy floater with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Vulnerability to cold (Ex): A foamy floater not only suffers 50% extra damage from cold, cold-based attacks also hamper its ability to fly. A foamy floater affected by a cold attack drops to the ground immediately (taking falling damage if dropping deep enough) and remains ground-borne for 10 rounds. Multiple cold-based attacks are not cumulative with regard to the time the ooze remains ground-borne. Instead, with each cold-based attack a new instant of 10 rounds begins.

 

Sewer Slime

Medium Ooze

Hit Dice: 3d10+15 (31 hp)

Initiative: -5 (Dex)

Speed: 10 ft. (2 squares), swim 10 ft.

AC: 5 ( -5 Dex), touch 5, flat-footed 5

Base Attack/Grapple: +2/+3

Attack: Slam +3 melee (1d6+1 plus disease)

Full Attack: Slam +3 melee (1d6+1 plus disease)

Special Attacks: Constrict 1d6+1, disease, improved grab, stench

Special Qualities: Blindsight 60 ft., immunity to fire, ooze traits, scent

Face/Reach: 5 ft./ 5 ft.

Saves: Fort +6, Ref -4, Will -4

Abilities: Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1

Skills: Survival –5*, Swim +9

Feats: TrackB

Environment: Temperate and warm land and underground

Organization: Solitary

Challenge Rating: 3

Treasure: None

Alignment: Always neutral

Advancement: 4 – 6 HD (Medium); 7 – 9 HD (Large)

 

What seemed to be a just a puddle of sewage is in fact a slimy horror that moves and flows like some giant protozoan.

 

Sewer slime is a close relative of gray ooze inhabiting sewers and pools of foul, polluted water. Brown and terribly smelly it appears to be a disgusting puddle of waste and faeces, but nonetheless harmless – until it moves or strikes.

A sewer slime can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds.

Combat

A sewer slime’s smell is its best defense, rendering many of its victims defenseless while the ooze can pound them to pulp.

Lacking its gray relatives effective digestive acid sewer slime depends on its prey to be dead or at least helpless to devour it. Thus, it feeds mainly on waste and carrion. Due to this habit, sewer slime becomes a contractor of unhealthy germs. A single hit is laden with disease, ensuring further that many creatures escaping the slime feed it later, after succumbing to sickness.

Sewer slime can discern wounded or diseased creatures by scent and tracks them down to finish and digest them.

Improved Grab (Ex): To grab a sewer slime must hit with a slam attack. If it gets a hold, it can constrict.

Constrict (Ex): A sewer slime deals automatic slam damage with a successful grapple check.

Disease (Ex): Filth fever – slam, Fortitude DC 16, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Stench (Ex): The stench of waste and excrements surrounding these creatures requires any living creature within 10 ft. to succeed on a Fortitude save (DC 16) or be sickened for as long as they remain in that vicinity. A creature that successfully saves cannot be affected by the same sewer slime’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

Skills: Sewer slime has a +8 racial bonus to any Swim check to perform some special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.

*Sewer slime has a +13 racial bonus to track prey by scent.

 

Milky Ooze

Small Ooze

Hit Dice: 1d8+3 (7 hp)

Initiative: -4 (Dex)

Speed: 10 ft. (4 sq.)

AC: 7 ( -4 Dex, +1 size), touch 7, flat-footed 7

Base Attack/Grapple: +0/-4

Attack: Slam +0 melee (1d4 plus poison)

Full Attack: Slam +0 melee (1d4 plus poison)

Special Attacks: Poison

Special Qualities: Blindsight 60 ft., resistance to cold 5 and sonic 5, ooze traits

Face/Reach: 5 ft./ 5 ft.

Saves: Fort +3, Ref -4, Will -5

Abilities: Str 10, Dex 2, Con 16, Int -, Wis 1, Cha 1

Environment: Any land and underground

Organization: Solitary or clod (2 – 8)

Challenge Rating: 1/2

Treasure: None

Alignment: Always neutral

Advancement: 2 HD (Small); 3 – 7 HD (Medium)

 

A glob of murky white goo is creeping towards you.

 

Milky ooze is a small poisonous jelly creature. Its touch burns with severe pain and paralyses its prey, so that it can feed in leisure.

Milky ooze measures about 3 ft. in diameter and weighs about 200 pounds.

Combat

Milky ooze lashes out with a pseudopod, wearing prey down with damage and poison until it can finally feed.

Poison (Ex): Slam – save DC 13, initial damage 1d4 Dex; secondary damage 1d3 Dex, 1d3 Str.

The save DC is Constitution-based.

© 2009 Bruder Grimm