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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 2891888" data-attributes="member: 40121"><p>next: a template aiming on oozes</p><p></p><p><strong><span style="color: Red">Half-Ooze</span></strong></p><p></p><p>Oozes are chaotic, wild and uncontrollable forces of nature that wander through the lands in search for food. Adventurers who encountered such a creature can come out unarmed and seriously burned, if not reduced to nothingness by the ooze.</p><p></p><p>Some spellcasters, mainly wizards, has developed rituals that bind an ooze with another creature. This consists at mixing the creature’s blood with the ooze’s sentient liquid, which sometimes oozes out through the creature’s skin. In the case of non-living creatures, the creature’s body is “immersed” into the ooze and comes out merged with a thin layer of the ooze’s liquid. Since the ooze’s matter is thicker, the resulting creature moves with a stiffer gait. Its mind is also affected, as it develop a slight alien mindset, though the creature retains its normal mental faculties.</p><p></p><p><strong>Creating an half-ooze</strong></p><p></p><p><em>Half-ooze</em> is an aquired template that can be applied to corporeal creatures, expect an ooze, referred to hereafter as the base creature. This template also requires a creature of the ooze type, referred to hereafter as the base ooze.</p><p></p><p><strong>Size and type</strong>: The base creature’s type changes to aberration, with the Augmented Subtype. It the base ooze has subtypes, the half-ooze gains them as well, along with any related qualities. Size is unchanged.</p><p></p><p><strong>Special Attacks</strong>: A half-ooze retains the special attacks of the base creature, and gains some of the base ooze, as follows.</p><ul> <li data-xf-list-type="ul">If the base ooze’s slam attack deals additional damage, such as acid, the half-ooze can apply this, or these, additional damage to an unarmed strike or one of its natural weapons. It can decide at the beginning of its turn which natural weapon deals the extra damage and can apply this extra damage only once per turn. This extra damage can increase or decrease with the size. For example, a Large half-gray ooze’s acid deals 1d8 points of acid damage, instead of 1d6. (In the case of living spells, from <em>MMIII</em> and the <em>Eberron Campaign Setting</em>, the damage is fixed and therefore does not change with size)</li> <li data-xf-list-type="ul">If the base ooze has spell-like and/or supernatural abilities that are not related to the base ooze’s slam attack, the half-ooze gains those abilities, but can use them once per day per 4 HD the base creature possesses.</li> <li data-xf-list-type="ul">The half-ooze does not gains split, transparent, constrict or any other extraordinary abilities unrelated to slam attacks of the base ooze.</li> </ul><p><em><strong>Stickyness (Ex)</strong></em>: The half-ooze’s substance is slightly sticky, granting a +2 bonus to grapple, disarm and trip attempt.</p><p></p><p><strong>Special Qualities</strong>: A half-ooze retains all the special attacks of the base creature, gains blindsense 30 ft. If the base ooze is immune or resistance to an energy type, the half-ooze gains resistance to that energy equal to 5 plus to base creature’s HD. If the base ooze has spell resistance, the half-ooze has it too, equal to 5 plus to base creature’s HD. Both values must not be higher than those of the base creature, if it already possesses these resistances. A half-ooze gains also immunity to poison, paralysis and stunning.</p><p></p><p><strong>Abilities</strong>: Str +2, Dex -2, Con +4, Int -2 (minimum 3), Cha -4 (minimum 1).</p><p></p><p><strong>Feats</strong>: If the base ooze has bonus feats, the half-ooze gains them, unless the base creature already have them.</p><p></p><p><strong>Challenge Rating</strong>: Same as the base creature + ½ the base ooze’s CR +1</p><p></p><p><strong>Alignment</strong>: Any. If the base ooze has an alignment subtype, the base creature’s alignment shifts to this subtype.</p><p></p><p><strong>Level adjustment</strong>: Same as the base creature + 4</p></blockquote><p></p>
[QUOTE="JiCi, post: 2891888, member: 40121"] next: a template aiming on oozes [B][COLOR=Red]Half-Ooze[/COLOR][/B] Oozes are chaotic, wild and uncontrollable forces of nature that wander through the lands in search for food. Adventurers who encountered such a creature can come out unarmed and seriously burned, if not reduced to nothingness by the ooze. Some spellcasters, mainly wizards, has developed rituals that bind an ooze with another creature. This consists at mixing the creature’s blood with the ooze’s sentient liquid, which sometimes oozes out through the creature’s skin. In the case of non-living creatures, the creature’s body is “immersed” into the ooze and comes out merged with a thin layer of the ooze’s liquid. Since the ooze’s matter is thicker, the resulting creature moves with a stiffer gait. Its mind is also affected, as it develop a slight alien mindset, though the creature retains its normal mental faculties. [b]Creating an half-ooze[/b] [i]Half-ooze[/i] is an aquired template that can be applied to corporeal creatures, expect an ooze, referred to hereafter as the base creature. This template also requires a creature of the ooze type, referred to hereafter as the base ooze. [b]Size and type[/b]: The base creature’s type changes to aberration, with the Augmented Subtype. It the base ooze has subtypes, the half-ooze gains them as well, along with any related qualities. Size is unchanged. [b]Special Attacks[/b]: A half-ooze retains the special attacks of the base creature, and gains some of the base ooze, as follows. [LIST] [*]If the base ooze’s slam attack deals additional damage, such as acid, the half-ooze can apply this, or these, additional damage to an unarmed strike or one of its natural weapons. It can decide at the beginning of its turn which natural weapon deals the extra damage and can apply this extra damage only once per turn. This extra damage can increase or decrease with the size. For example, a Large half-gray ooze’s acid deals 1d8 points of acid damage, instead of 1d6. (In the case of living spells, from [I]MMIII[/I] and the [I]Eberron Campaign Setting[/I], the damage is fixed and therefore does not change with size) [*]If the base ooze has spell-like and/or supernatural abilities that are not related to the base ooze’s slam attack, the half-ooze gains those abilities, but can use them once per day per 4 HD the base creature possesses. [*]The half-ooze does not gains split, transparent, constrict or any other extraordinary abilities unrelated to slam attacks of the base ooze. [/LIST] [i][b]Stickyness (Ex)[/b][/i]: The half-ooze’s substance is slightly sticky, granting a +2 bonus to grapple, disarm and trip attempt. [b]Special Qualities[/b]: A half-ooze retains all the special attacks of the base creature, gains blindsense 30 ft. If the base ooze is immune or resistance to an energy type, the half-ooze gains resistance to that energy equal to 5 plus to base creature’s HD. If the base ooze has spell resistance, the half-ooze has it too, equal to 5 plus to base creature’s HD. Both values must not be higher than those of the base creature, if it already possesses these resistances. A half-ooze gains also immunity to poison, paralysis and stunning. [b]Abilities[/b]: Str +2, Dex -2, Con +4, Int -2 (minimum 3), Cha -4 (minimum 1). [b]Feats[/b]: If the base ooze has bonus feats, the half-ooze gains them, unless the base creature already have them. [b]Challenge Rating[/b]: Same as the base creature + ½ the base ooze’s CR +1 [b]Alignment[/b]: Any. If the base ooze has an alignment subtype, the base creature’s alignment shifts to this subtype. [b]Level adjustment[/b]: Same as the base creature + 4 [/QUOTE]
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