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Old 12th June 2008, 05:02 PM   #375 (permalink)
Shade
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Shade Goblin Sharpshooter (Lvl 2)
Silatic, Silver

Special Conversion Thread: Finishing off the oozes

Silatic, Silver
Medium Ooze
Hit Dice: 7d10+42 (80 hp)
Initiative: +6
Speed: 15 ft. (3 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+10
Attack: Pseudopod +10 melee (1d4+5)
Full Attack: 4 pseudopods +10 melee (1d4+5)
Space/Reach: 5 ft./5 ft. (25 ft. with pseudopod)
Special Attacks: digest metal
Special Qualities: Blindsight 60 ft., damage reduction 5/magic, metalsense, ooze traits, reflect spells, reflective spell resistance 12, resistance to cold 10, electricity 10, and fire 10, split
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 21, Dex 15, Con 22, Int 5, Wis 11, Cha 1
Skills: Climb +9, Hide +5, Move Silently +5
Feats: Improved Initiative, Improved Sunder, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: See text
Alignment: Always neutral
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: -

This shifting, quivering amorphous blob appears to consist of liquid silver.

Silatics are metal-devouring oozes. They may be found anywhere, but since they need not breathe, they are often found floating through space. Outside the presence of gravity, silatics float gracefully, fanning their bodies in a fluid motion.

Several breeds of silatics are known to exist, each associated with a specific type of metal. A silatic eats only its associated metal, and possesses the ability to sense this same metal.

Silver silatics are so rare that, until recently, they were believed to be only legends. Unlike other silatics, silver silatics may form two pairs of long, thin pseudopods, but they can stretch only 25 feet. They generally feed with one pseudopod, reserving the other for defense.

When a silver silatic reaches 14 Hit Dice, it begins looking for an isolated spot in which it can split into smaller silatics.

Silatics do not hoard nor covet treasure, but up to 1d10 pounds per Hit Die of the associated metal may be recovered from a slain silatic.

A silver silatic can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 200 pounds.

COMBAT

Silatics attack with their psuedopods, which possess incredible reach. They generally ignore other creatures, only defending themselves if bothered while feeding.

A silver silatic's natural attacks are treated as silver weapons for the purposes of overcoming damage reduction.

Digest Metal (Ex): Three rounds after a silatic first comes into contact with metal, its psuedopods automatically secrete a digestive fluid that disolves metal as if it was acid. Silatic digestive fluid is targeted towards a specific metal, but is also damaging to any other types of metal. The liquid does not affect living beings or non metallic objects, but when it gets on the surface of living beings and non-metallic objects it will then start to digest metalic items that they later touch.

Any melee hit deals metal digestion damage, and the opponent’s armor dissolves and become useless immediately unless they succeed on DC 19 Reflex saves. A metal weapon that strikes a silatic that has secreted digestive fluid also disolves immediately unless it succeeds on a DC 19 Reflex save. The save DC is Constitution-based.

The silactic’s digestive touch deals 1 points of damage per round to unattended metal objects, but the ooze must remain in contact with the object for 3 full rounds to start dealing this damage. Once a silatic's digestive fluid has disolved a metal object the creature will spend the next 3 rounds reabsorbing the fluid, and the metal it contains. A silatic that is interupted while eating cannot detect its own digestive fluids, but if the digestive fluid disolves and absorbs metal, the silatic can detect the metal contained within the fluid.

Disease (Ex): A creature struck by a silver silatic must succeed on a DC 19 Fortitude save or acquire a disease called argyria. The disease has an onset of 1 day. The victim's skin and eyes become sensistive to sunlight, and take on a silvery-grey shade that is easily noticed by anyone they meet. The victim is dazzled in bright sunlight or within the radius of a daylight spell, and suffers a -2 penalty to Concentration checks in these light conditions. The save DC is Constitution-based.

Metalsense (Ex): A silatic ooze can sense the location and amount of its associated metal within a distance of 100 ft. This includes coins, armor, weapons and even other silatics of the same metal type. Like blindsense, opponents the silatic senses (for example, carrying silver coins or carrying silver weapons) but can’t actually see still have total concealment against the silatic.

Reflective Spell Resistance (Su): A silver silatic has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, silver silatics are immune to gaze attacks, and such an effect is reflected back to its origin.

Split (Ex): A silver silatic of 14 or more Hit Dice may split into two silver silatics as a full round action, each with half as many HD (if the original had an odd number of HD, one of the "children" will have one more HD than the other). The two new oozes are mentally incapacitated and instinctively move away from each other (taking penalties on all other actions as if they are frightened) for five hours. After those five hours, if the two children are still close to each other, they will fight to the death.

Silatics and Spelljammer

If you are using the Spelljammer rules presented at www.spelljammer.org, make the following adjustments.
  • Add the Wildspace subtype.
  • Give it a Tactical Speed of 1.

Originally mentioned in Monstrous Compedium Appendix 9 (1991).
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Last edited by Shade; 17th June 2008 at 09:16 PM..
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