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Special Conversion Thread: Plants

Cleon

Legend
Silver Slime Working Draft

Silver Slime
Tiny Ooze (Swarm)
Hit Dice: 7d10+21 (59 hp)
Initiative: -4
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 8 (+2 size, -4 Dex), touch 8, flat-footed 8
Base Attack/Grapple: +5/—
Attack: Swarm (1d4 plus 1d6 acid)
Full Attack: Swarm (1d4 plus 1d6 acid)
Space/Reach: 10 ft./0 ft.
Special Attacks: Acid, distraction
Special Qualities: Amphibious, blind, blindsight 60 ft., half damage from slashing and piercing, ooze traits, swarm traits, vulnerability to fire
Saves: Fort +5, Ref -2, Will -2
Abilities: Str 4, Dex 3, Con 16, Int —, Wis 1, Cha 1
Skills: Climb +5, Swim +5
Feats: —
Environment: Any aquatic, forest, swamp, and underground
Organization: Solitary or mass (2-12 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Silver Slime Slug
Large Ooze
Hit Dice: 7d10+49 (87 hp)
Initiative: -5
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +5/+18
Attack: Slam +4 melee (1d6+2 plus 1d6 acid)
Full Attack: Slam +4 melee (1d6+2 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, blowtorch, concrete, improved grab
Special Qualities: Blind, blindsight 60 ft., half damage from slashing or piercing, ooze traits, vulnerability to fire
Saves: Fort +9, Ref -3, Will -2
Abilities: Str 20, Dex 1, Con 24, Int —, Wis 1, Cha 1
Skills: Climb +13, Swim +13
Feats: —
Environment: Any aquatic, forest, swamp, and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-13 HD (Large); 14-21 HD (Huge)
Level Adjustment: —

A silver puddle of slime, like a living blob of mercury

A silver slime is an artificial lifeform created by an alien race of magicians to maintain their building complexes. Silver slimes are a type of giant slime mold, and go through a similar lifecycle to more mundane slime molds.

A silver slime will never willingly leave whatever structure it is assigned to maintain. If forced to leave, the slime stops eating and eventually starves to death. This is a safety feature to prevent the uncontrolled spread of these oozes.

In the first stage of its life-cycle, the silver slime is an amoeboid blob of silver protoplasm that work as a "cleaning crew". They crawl over every surface in its environment, eating organic stains and refuse and leaving the surfaces sparkling clean. A silver slime amoeboid will split into two new amoeboids if it eats enough. Individually, each "blob" is harmless, but in large numbers they form swarms that may endanger careless intruders.

In the second stage of its life-cycle, hundreds of amoeboids aggregate into a large mass resembling a quicksilver slug. This silver slime slug functions as a "repair crew". If it encounters a damaged object or structure that's part of the complex it inhabits, the slug extrudes a pseudopod that transforms into whatever tool it needs to fix the damage.

The third, and final, stage of the silver slime life-cycle is a sporocarp (a fruiting body). The silver slime slug extrudes a stalk and climbs up it, gradually branching out and drying until it forms a tree-like body covered in "fruit" that eventually releases spores that develop into new amoeboids and start the life cycle anew.

COMBAT

In its swarm form, a silver slime will digest any organic matter it moves across, including living creatures unable to get out of its way. They do not pursue creatures that escape them.

Acid (Ex): A silver slime's acid does not harm metal or stone.

Distraction (Ex): Any living creature that begins its turn with a silver slime swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Silver Slime Slug
Silver slime slugs mindlessly wander around their territory, repairing any damage they come across. They can form their pseudopods into a bewildering away of tools. The most significant are a flaming wand that burns hot enough to weld steel and a trowel that can exude slime that hardens to the toughness of stone.

A silver slime slug is usually about 8 feet long, 2 to 4 feet wide and 1 foot thick. It can spread its slimy gestalt body into a 8 diameter disc up to a foot thick, or condense into a lump 5 feet across and up to 2 feet tall. A typical specimen weighs 500 to 800 pounds.

COMBAT

A silver slime slug does not attack per se, even in self defense, but may mistake intruders for damaged pieces of equipment and attempt to "repair" them. Silver slime slugs have been known to melt and refashion a suit of armor into a door while the armor was being worn be a fighter. They often mistake opponents for broken bits of a construction and seek to concrete them into a wall or floor.

Acid (Ex): A silver slime's acid does not harm metal or stone.

Blowtorch (Ex):
A silver slime slug can form a pseudopod into a flaming wand that can shoot a line of fire up to 10 ft. long. Everything in the blowtorch's area of effect takes 3d8 fire damage (DC 20 Reflex save negates.) The save DC is Constitution-based.

Concrete (Ex): As a standard action, a silver slime slug can cover a 5 ft. square with part of its own substance. Any creature in the square must succeed at a DC 15 Reflex save or become entangled by this slimy material. If the concreted creature is in contact with a floor of wall they become stuck to the wall. A silver slime's concrete hardens rapidly, the concreted creature can escape with a DC 15 Strength check or a DC 15 Escape Artist check, with the DC increases by +1 per round to a maximum of +10 after 1 minute. Each 5-foot section of concrete has 15 hit points and damage reduction 3/—. Once the concrete hardens completely (after 1 minute) it gains damage reduction 8/—. The save DC is Constitution-based and includes a -5 racial penalty.

Improved Grab (Ex): To use this ability, a silver slime slug must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals damage automatically every round. Silver slime slugs have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Silver Slime Sporocarp (CR ½)
A mature silver slime sporocarp resembles a stately, dried-out tree about 20 feet tall. Hundreds of spherical silvery "fruit" hang at the end of the tree's branches, each fruit is about an inch in diameter, hollow, and filled with spores. A dry sporocarp has vulnerability to fire. It is AC 1, hardness 5, and takes 120 hit points of damage to destroy, but any weapon damage which does not destroy the sporocarp causes it to split open and release its spores. The spores scatter in a cloud covering a 30 foot radius doing 2d4 points of acid damage to any organic matter they touch, including living creatures.

Given enough time and food, even a single spore can grow and multiply into an entire silver slime colony. Partially developed sporocarps are soggy and covered with damp mucus, giving them fire resistance 5. Such a sporocarp poses no threat, since its spores are not ready to reproduce.
 
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freyar

Extradimensional Explorer
I think I'd remove the acid from the swarm. It really seems to me that only the tools are dangerous in the original monster.
 

Cleon

Legend
I think I'd remove the acid from the swarm. It really seems to me that only the tools are dangerous in the original monster.

Well it does say "it inflicts no special damage" so I suppose we can cut the acid. If we do that I'd probably increase the slam damage though. The original "slug mode" did 3d8 damage, which is far from inconsequential.
 

freyar

Extradimensional Explorer
My reading is that the 3d8 damage is for the blowtorch and that there is no slam. I'm not averse to keeping a slam, but I wouldn't boost it.

Time to work on the tools?
 

Cleon

Legend
My reading is that the 3d8 damage is for the blowtorch and that there is no slam. I'm not averse to keeping a slam, but I wouldn't boost it.

It's rather vague, all it says it can damage PCs who get in its way with its "repair tools", which could be a pseudopod, "trowel" or "welding torch". nothing explicit above what the damage is from, apart from that it can cause 3d8 damage.

How about we have the blowtorch do 3d8 fire damage and the "trowel/slam" 2d6+7 damage, but still give it a secondary weapon attack penalty?

Time to work on the tools?

They should be pretty straightforward.

How's this?

Welding Torch (Ex): A silver slime can form its pseudopod into a flaming wand that can deliver a melee touch attack causing 3d8 fire damage.

Concrete (Ex): As a standard action, a silver slime can cover a 5 ft. square with part of its own substance. Any creature in the square must succeed at a DC 15 Reflex save or become entangled by this slimy material. If the concreted creature is in contact with a floor of wall they become stuck to the wall. A silver slime's concrete hardens rapidly, the concreted creature can escape with a DC 15 Strength check or a DC 15 Escape Artist check, with the DC increases by +1 per round to a maximum of +10 after 1 minute. Each 5-foot section of concrete has 15 hit points and damage reduction 3/—. Once the concrete hardens completely (after 1 minute) it gains damage reduction 8/—. The save DC is Constitution-based and includes a -5 racial penalty.
 

freyar

Extradimensional Explorer
I can agree with that, though I think I'd like the torch to be a ranged touch attack with maybe a 5 ft or 10 ft range, no range increments.
 

Cleon

Legend
I can agree with that, though I think I'd like the torch to be a ranged touch attack with maybe a 5 ft or 10 ft range, no range increments.

Wouldn't a 5 ft. ranged touch attack with no range increments have no mechanical difference from its current 5 ft. Reach melee touch attack? :confused:
 

freyar

Extradimensional Explorer
It would use the Dex modifier instead of the Str modifier on the attack. Plus it avoids things like barbed defense.

Of course, I don't really object to a 10 ft range. :p It's just that a blowtorch sounds more like a ranged attack. Or even a breath weapon. ;)
 

Shade

Monster Junkie
It would use the Dex modifier instead of the Str modifier on the attack. Plus it avoids things like barbed defense.

Of course, I don't really object to a 10 ft range. :p It's just that a blowtorch sounds more like a ranged attack. Or even a breath weapon. ;)

I don't object to 10 ft. either.
 

Cleon

Legend
It would use the Dex modifier instead of the Str modifier on the attack. Plus it avoids things like barbed defense.

With its current Dexterity of 1 that doesn't seem much of an advantage. :p

Of course, I don't really object to a 10 ft range. :p It's just that a blowtorch sounds more like a ranged attack. Or even a breath weapon. ;)

I guess I don't mind a 10 ft. range. It's within the normal Reach of a Large creature, after all.
 

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