Monday, January 3, 2011

General Rules: Monsters - Ooze Creature (Template)

Ooze Creature (from Dragon Magazine #347)

Ooze creatures slither and crawl through the Elemental Planes of Earth and Water. They appear as a dark brown mass of muck in the same general form as similar Three Worlds beings, with gaping black pits where eyes and mouth would be.

"Ooze" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (earth, water)". Ooze creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: An ooze element creature gains a swim speed of 50 feet.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An ooze creature retains all the special abilities of the base creature and also gains the following ones:
  • Acid (Ex): An ooze element creature secretes a digestive acid that dissolves organic material and metal quickly but does not affect stone. Any melee attack made by the ooze creature with its natural weapons deals acid damage, the armor and clothing of an opponent dissolve and become immediately useless unless the opponent succeeds on a Reflex save. The amount of damage depends on the Hit Die total of the creature. A metal or wooden weapon that strikes an ooze element creature also dissolves immediately unless it succeeds on a Reflex save. The Reflex save DC against an ooze creature's acid is equal to 10 + ½ the ooze element creature's Hit Dice + the ooze element creature's Constitution modifier.
Hit DiceDamage Reduction
Acid Damage
1 - 3
-
-
4 - 7
-
1d4
8 - 11
5/+1
1d6
12+
10/+1
2d6
Special Qualities: An ooze creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.

  • Darkvision with a range of 60 feet.

  • Damage reduction (see the table to the right). If the base creature already has damage reduction, use the better value. If an ooze element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.

  • Acid Immunity (Ex): An ooze element creature is immune to acid.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Same as the base creature.

Skills: Same as the base creature. If the ooze creature has an Intelligence of 4 or greater, it speaks Aquan or Terran. Since it has a swim speed, an ooze element creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. it can always choose to take 10 on a Swim check even if distracted or endangered. it can use the run action while swimming provided it swims in a straight line.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 4
Same as base creature
4 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Usually neutral.

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +4.

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