Grey Ooze

(Generated 109 times)
Namelist None
Tags
Classic fantasy
Rank Novice
Race Gorp
Cult rank None
Notes This slimy entity appears as wet stone or sedimentary rock, allowing it to easily blend with natural surroundings. It resembles a puddle 30 cm (1 foot) wide and 1.5 metre (5 ft) long for every full 6 points of SIZ. The largest reaches SIZ 18. Regardless of length, the ooze is about 15-20 centimetres (6 to 8 inches) thick. Grey ooze is also completely resistant to most offensive spells, including both cold and heat; however, it takes full damage from lightning. Weapons inflict only minimum possible damage, including that produced by the attacker’s Damage Modifier. However, killing one of these creatures is difficult without electrical damage, since it constantly regenerates damage inflicted upon its goopy body by physical weapons, healing 1d3 points per Round. Grey ooze is able to slowly flow across the ground, very slowly, so much so that adventures aware of its presence can usually circumvent it. They are able to digest all they are able to dissolve, and can sneak up on unaware victims using their near-silent mode of locomotion. **Acid Slime** A grey ooze is highly corrosive, able to eat through steel and flesh in a matter of seconds. When attacking, a grey ooze strikes like an oily black snake and applies its acid damage to whatever location is struck. *Application*: Contact *Potency*: 85 *Resistance* Endurance *Onset time*: Instantaneous *Duration*: Acid continues for 1 Round after contact ceases. *Conditions*: As soon as the acid slime touches a victim or a piece of equipment, it begins to eat away at metal (Armour Points in the case of armour) and flesh at a rate of 1d6 points per Round. It does no damage to wood or stone, however. This damage is applied every Round the victim or their equipment is in contact with the acid, plus 1 Round thereafter. Therefore, striking the creature with a sword, for example, will cause the blade to take 1d6 damage in the Round it hits, plus another 1d6 damage on the following Round. Crushing weapons such as maces, clubs, etc., have a percentage chance of splashing their users equal to 5 times the damage rolled with each impact. This splash damage does 1 point of damage to 1d3 hit locations and functions as above. *Antidote/Cure*: There is no known counter agent for the effects of the acid short of washing it off and healing any damage.
Creatorraleel
Stats
STR 2d6+3
CON 2d6+9
SIZ 2d6+6
DEX 1d6+3
INT 2d6+1
POW 2d6
CHA 1
D20Hit locationArmor
01-20 Body 0
Attributes
Movement 1.5m
Natural armor Yes

Additional features

FeatureProbability
Chaotic feature 05% View items

Non-random features

ListFeature
Ability ***Life Sense*** Aware of any form of within a Willpower number of metres. Perception roll and touch - learns injuries, Fatigue level and if poisoned or diseased
Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Ability ***Corrosive*** Any attack that penetrates armour causes 1d6 damage to weapon or attacking limb

Standard skills

Athletics STR+DEX Brawn STR+SIZ+20 Endurance CON+CON+10
Perception INT+POW+40 Stealth DEX+INT+60 Willpower POW+POW+40

Combat styles

Acidic StrikeSTR+DEX+43

Weapon options

1-handed weapons

Amount: 1
Pseudopod (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Pseudopod 1h-melee acidic poison M M - Y Y 0 0 Body