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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3211629" data-attributes="member: 2795"><p><strong>The Soft Corps</strong></p><p></p><p>[sblock=Soft Corp Fluff Text]</p><p><strong><span style="color: lime">Ancient History</span></strong></p><p>More than a thousand years ago, a monstrous queen ruled the jungle depths of the Southlands. Queen Oozenahz was a fiendishly clever elder black pudding originally hailing from some abyssal realm. She conquered and enslaved the primitive lizardmen of the Southlands and put them to work building an immense city of pyramids, wide roads, and frequent blood sacrifices.</p><p></p><p>Over time, Oozenahz reproduced, her children budding from her loathsome form and rapidly growing to maturity. Each child of Oozenahz was itself an ooze of some sort, but all were unusually intelligent and talented. As Oozenahz's kingdom spread, her children became princes, each ruling over its own city.</p><p></p><p>But, as always seems to happen, the oppressed peoples of the Southlands found a champion. A lizardman druid called Brokenfang rose up and led a rebellion against Oozenahz. Legions of lizardmen, frogfolk, and gator-people flocked to Brokenfang's banner. So too did the beasts of the jungle: boars, crocodiles, vipers and constrictors, monkeys, and birds of every color.</p><p></p><p>As with all civil wars, the one to overthrow Oozenahz was hell. Tens of thousands died. Vast stretches of verdant jungle were laid to waste. Oozenahz's cities burned and crumbled, and the Queen herself was finally destroyed. Only four of Oozenahz's children escaped destruction by sealing themselves in the Temple of Slime. Blurblex, Dolloppoli, Mublor, and Xanumph became trapped in an endless state somewhere between living and dead.</p><p></p><p><strong><span style="color: lime">Recent History</span></strong></p><p>Hundreds of year later, Frelbor Yandov was one of several powerful adventurers exploring the Southlands for lost treasure. After facing many perils both great and small, the explorers happened upon the ancient Temple of Slime.</p><p></p><p>Four adventurers entered, but only one left. Frelbor was the sole survivors of that fateful delve. His comrades all died horrible deaths by crushing traps, undead oozes, and magical defenses. The larger part of the Temple of Slime remains unexplored to this day.</p><p></p><p>But Frelbor did not emerge from the deadly structure alone. He freed Blurblex, Dolloppoli, Mublor, and Xanumph from suspended animation. Although this act was entirely accidental, Frelbor quickly took credit for it, claiming it was his intention all along.</p><p></p><p>Since that fateful day, Frelbor has been the leader of a new adventuring group dubbed the Soft Corps. They travel lands super- and subterranean, killing creatures and stealing their stuff. Sometimes the Soft Corps take contracts from less-than-scrupulous employers.[/sblock]</p><p>[sblock=Blurblex; CR 9</p><p>Black pudding cleric 6]</p><p>NE Huge ooze</p><p><strong>Init</strong> -3; <strong>Senses</strong> blindsight 60 ft.</p><p><strong>Languages</strong> understands Common</p><p>-----</p><p><strong>AC</strong> 5 (-2 size, -3 Dex), touch 5, flat-footed 5</p><p><strong>hp</strong> 152 (16 HD)</p><p><strong>Immune</strong> critical hits, flanking, gaze attacks, illusions, paralysis, poison, <em>polymorph</em>, slashing and piercing weapons, <em>sleep</em>, stunning, visual effects</p><p><strong>Fort</strong> +13, <strong>Ref</strong> +4, <strong>Will</strong> +12</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares), climb 20 ft.</p><p><strong>Melee</strong> slam +13 (2d6+6 plus 2d6 acid)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +11; <strong>Grp</strong> +23</p><p><strong>Atk Options</strong> acid, constrict (2d6+6 plus 2d6 acid), improved grab, rebuke undead (4/day), Silent Spell, spontaneous <em>inflict</em></p><p><strong>Special Actions</strong> split</p><p><strong>Cleric Spells Prepared</strong> (CL 6th; all spells are Silent Spells)<strong>:</strong></p><p>3rd - <em>cure moderate wounds, darkness, death knell</em>* (Will 16), <em>silence</em></p><p>2nd - <em>bane</em> (Will 15), <em>bless, cure light wounds</em> (x2), <em>inflict light wounds</em>* (+13 melee touch, Will half 15)</p><p>1st - <em>guidance</em> (x2), <em>resistance</em> (x2)</p><p>* Domain spell. <strong>Domains:</strong> Death (death touch, 6d6; 1/day); Destruction (smite, +4 attack roll, +6 damage; 1/day).</p><p>-----</p><p><strong>Abilities</strong> Str 19, Dex 4, Con 20, Int 10, Wis 19, Cha 12</p><p><strong>SQ</strong> blindsight 60 ft.</p><p><strong>Feats</strong> Combat Casting, Eschew Materials, Lightning Reflexes, Power Attack, Silent Spell, Skill Focus (Move Silently)</p><p><strong>Skills</strong> Climb +25, Concentration +8, Jump -2, Move Silently +6, Spellcraft +3, Swim +7</p><p>-----</p><p><strong>Acid (Ex):</strong> The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 20 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 20 Reflex save. The save DCs are Constitution-based. The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.</p><p></p><p><strong>Blindsight (Ex):</strong> An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.</p><p></p><p><strong>Constrict (Ex):</strong> A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a black pudding 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 can constrict.</p><p></p><p><strong>Split (Ex):</strong> Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.</p><p></p><p><strong>Skills:</strong> A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.[/sblock]</p><p>[sblock=Dolloppoli; CR 9</p><p>Advanced gelatinous cube barbarian 4]</p><p>CN Huge ooze</p><p><strong>Init</strong> -3; <strong>Senses</strong> blindsight 60 ft.</p><p><strong>Languages</strong> understands Common</p><p>-----</p><p><strong>AC</strong> 5 (-2 size, -3 Dex), touch 5, flat-footed 5; Uncanny Dodge</p><p><strong>hp</strong> 240 (16 HD)</p><p><strong>Immune</strong> critical hits, electricity, flanking, gaze attacks, illusions, paralysis, poison, <em>polymorph, sleep</em>, stunning, visual effects</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +4, <strong>Will</strong> +8; trap sense +1</p><p>-----</p><p><strong>Speed</strong> 25 ft. (5 squares)</p><p><strong>Melee</strong> unarmed strike +14/+9/+4 (1d6+3 plus paralysis and 1d6 acid/crit 19-20)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +13; <strong>Grp</strong> +24</p><p><strong>Atk Options</strong> acid, engulf (Ref 20), paralysis (Fort 26), rage 2/day</p><p>-----</p><p><strong>Abilities</strong> Str 17, Dex 4, Con 31, Int 10, Wis 12, Cha 8</p><p><strong>SQ</strong> blindsight 60 ft., transparent, trap sense +1</p><p><strong>Feats</strong> Improved Critical (unarmed strike), Improved Unarmed Strike, Iron Will, Lightning Reflexes, Power Attack, Run</p><p><strong>Skills</strong> Climb +14, Jump +14*, Intimidate +2, Swim +8 (*Gains a +4 bonus to Jump checks made after a running start)</p><p></p><p><strong>When raging:</strong></p><p><strong>AC</strong> 3 (-2 size, -3 Dex, -2 rage), touch 3, flat-footed 3; Uncanny Dodge</p><p><strong>hp</strong> 272 (16 HD)</p><p><strong>Fort</strong> +10, <strong>Will</strong> +10; trap sense +1</p><p>-----</p><p><strong>Melee</strong> unarmed strike +16/+11/+6 (1d6+5 plus paralysis and 1d6 acid/crit 19-20)</p><p><strong>Grp</strong> +26</p><p><strong>Atk Options</strong> engulf (Ref 22), paralysis (Fort 28)</p><p>-----</p><p><strong>Abilities</strong> Str 21, Con 35</p><p><strong>Skills</strong> Climb +16, Jump +16*, Swim +10 (*Gains a +4 bonus to Jump checks made after a running start)</p><p>-----</p><p><strong>Acid (Ex):</strong> A gelatinous cube’s acid does not harm metal or stone.</p><p></p><p><strong>Blindsight (Ex):</strong> An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.</p><p></p><p><strong>Engulf (Ex):</strong> Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus. Add +2 to DC when raging.</p><p></p><p><strong>Paralysis (Ex):</strong> A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 26 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based. Add +2 to DC when raging.</p><p></p><p><strong>Transparent (Ex):</strong> Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.[/sblock]</p><p>[sblock=Mublor; CR 9</p><p>Gray ooze rogue 5]</p><p>CE Medium ooze</p><p><strong>Init</strong> +1; <strong>Senses</strong> blindsight 60 ft.</p><p><strong>Languages</strong> understands Common and Undercommon</p><p>-----</p><p><strong>AC</strong> 8 (-3 Dex), touch 8, flat-footed 8; Uncanny Dodge</p><p><strong>hp</strong> 63 (8 HD)</p><p><strong>Immune</strong> cold, critical hits, fire, flanking, gaze attacks, illusions, paralysis, poison, <em>polymorph, sleep</em>, stunning, visual effects</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +4, <strong>Will</strong> +4; Evasion</p><p>-----</p><p><strong>Speed</strong> 10 ft. (2 squares)</p><p><strong>Melee</strong> slam +7 (1d6+3 plus 1d6 acid)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +5; <strong>Grp</strong> +7</p><p><strong>Atk Options</strong> acid, constrict (1d6+3 plus 1d6 acid), improved grab, sneak attack +3d6</p><p><strong>Special Actions</strong> trapfinding</p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 4, Con 18, Int 12, Wis 15, Cha 13</p><p><strong>SQ</strong> blindsight 60 ft., transparent</p><p><strong>Feats</strong> Improved Initiative, Lightning Reflexes, Stealthy</p><p><strong>Skills</strong> Balance +2, Climb +10, Disable Device +4*, Hide +7, Jump -5, Move Silently +7, Open Lock +0*, Search +6, Swim +7 (*Includes -2 penalty for not using thieves' tools)</p><p>-----</p><p><strong>Acid (Ex):</strong> A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 15 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 15 Reflex save. The save DCs are Constitution-based. The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.</p><p></p><p><strong>Blindsight (Ex):</strong> An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.</p><p></p><p><strong>Constrict (Ex):</strong> A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a gray ooze 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 can constrict.</p><p></p><p><strong>Transparent (Ex):</strong> A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.[/sblock]</p><p>[sblock=Xanumph; CR 9</p><p>Ochre jelly monk 4]</p><p>LE Large ooze</p><p><strong>Init</strong> -3; <strong>Senses</strong> blindsight 60 ft.</p><p><strong>Languages</strong> understands Common</p><p>-----</p><p><strong>AC</strong> 8 (-1 size, -3 Dex, +2 Wis), touch 8, flat-footed 8</p><p><strong>hp</strong> 115 (10 HD)</p><p><strong>Immune</strong> critical hits, electricity, flanking, gaze attacks, illusions, paralysis, poison, <em>polymorph</em>, slashing and piercing weapons, <em>sleep</em>, stunning, visual effects</p><p><strong>Fort</strong> +13, <strong>Ref</strong> +5, <strong>Will</strong> +8; Evasion, Still Mind (+2 vs. enchantment spells)</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares), climb 10 ft.</p><p><strong>Melee</strong> unarmed strike +11/+6 (2d6+5 plus 1d4 acid), or</p><p><strong>Melee</strong> flurry of blows +9/+9/+7 (2d6+5 plus 1d4 acid), or</p><p><strong>Melee</strong> slam +11 (2d4+7 plus 1d4 acid)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +7; <strong>Grp</strong> +20</p><p><strong>Atk Options</strong> acid, constrict (2d4+7 plus 1d4 acid), improved grab, <em>ki</em> strike (magic)</p><p><strong>Special Actions</strong> Deflect Arrows, slow fall 20 ft., split</p><p>-----</p><p><strong>Abilities</strong> Str 20, Dex 4, Con 24, Int 8, Wis 14, Cha 10</p><p><strong>SQ</strong> blindsight 60 ft., still mind</p><p><strong>Feats</strong> Athletic, Deflect Arrows (B), Improved Bullrush, Improved Grapple (B), Improved Unarmed Strike (B), Lightning Reflexes, Power Attack</p><p><strong>Skills</strong> Climb +25, Jump +6, Swim +11</p><p>-----</p><p><strong>Acid (Ex):</strong> An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.</p><p></p><p><strong>Blindsight (Ex):</strong> An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.</p><p></p><p><strong>Constrict (Ex):</strong> An ochre jelly deals automatic slam and acid damage with a successful grapple check.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, an ochre jelly 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 can constrict.</p><p></p><p><strong>Split (Ex):</strong> Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.</p><p></p><p><strong>Skills:</strong> An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.[/sblock]</p><p>[sblock=Frelbor Yandov; CR 15</p><p>Half-dragon (black)/half-svirfneblin rogue 3/illusionist 5/arcane trickster 4]</p><p>LE Small dragon</p><p><strong>Init</strong> +6; <strong>Senses</strong> darkvision 120 ft., low-light vision, Listen +3</p><p><strong>Languages</strong> Common, Goblin, Giant, Gnome, Undercommon</p><p>-----</p><p><strong>AC</strong> 32 (+1 size, +5 Dex, +5 armor, +3 deflection, +4 dodge, +4 natural), touch 23, flat-footed 23; Dodge</p><p><strong>hp</strong> 69 (12 HD)</p><p><strong>SR</strong> 23</p><p><strong>Immune</strong> acid, paralysis, <em>sleep</em></p><p><strong>Fort</strong> +10, <strong>Ref</strong> +18, <strong>Will</strong> +14; Evasion, trap sense +1</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> <em>+3 defending wounding rapier</em> +17/+12 (1d4+7 plus 1 point of Con damage/18-20), or</p><p><strong>Melee</strong> 2 claws +14 (1d3+4) and bite +9 (1d4+2)</p><p><strong>Ranged</strong> <em>+1 light crossbow</em> +15 (1d6+1/19-20)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +7; <strong>Grp</strong> +7</p><p><strong>Atk Options</strong> +1 racial attack bonus against kobold and goblinoids, breath weapon 1/day (6d8, Ref half 12, 60-ft. line of acid), impromptu sneak attack 1/day, sneak attack +4d6</p><p><strong>Combat Gear</strong> <em>deck of illusions, lesser silent metamagic rod, potion of barkskin +5, potion of cure serious wounds</em> (x2), <em>potion of greater magic fang +5, potion of remove blindness/deafness, scabbard of keen edges</em></p><p><strong>Special Actions</strong> ranged legerdemain 1/day, trapfinding</p><p><strong>Wizard Spells Prepared</strong> (CL 9th)<strong>:</strong></p><p>5th - <em>black tentacles</em> (Extend Spell), <em>shadow conjuration</em>* (Extend Spell, Will disbelief 19)</p><p>4th - <em>blink</em> (Extend Spell), <em>haste</em> (Extend Spell), <em>phantasmal killer</em>* (Will disbelief 19, Fort partial 17)</p><p>3rd - <em>acid arrow</em> (+11 ranged touch, Extend Spell), <em>dispel magic, fly, major image</em>* (Will disbelief 18), <em>protection from energy</em></p><p>2nd - <em>fox's cunning, glitterdust</em> (x2) (Will 15), <em>invisibility*, scorching ray</em> (+11 ranged touch), <em>web</em> (Ref 15)</p><p>1st - <em>color spray</em>* (Will 16), <em>expeditious retreat, magic missile</em> (x2), <em>shield, ventriloquism</em>* (Will 16)</p><p>0 - <em>detect magic, ghost sound</em>* (Will disbelief 15), <em>mage hand, prestidigitation, read magic</em></p><p>* Illusion spell. <strong>Prohibited Schools:</strong> enchantment, necromancy</p><p><strong>Spell-Like Abilities</strong> (CL 12th)<strong>:</strong></p><p>1/day - <em>blindness/deafness</em> (Fort 17), <em>blur, disguise self</em></p><p>-----</p><p><strong>Abilities</strong> Str 18 (14), Dex 23 (17), Con 16 (14), Int 17, Wis 12, Cha 12</p><p><strong>SQ</strong> <em>nondetection</em> (CL 12th), stonecunning</p><p><strong>Feats</strong> Combat Casting, Dodge, Extend Spell (B), Heighten Spell, Scribe Scroll (B), Spell Focus (illusion), Weapon Finesse</p><p><strong>Skills</strong> Bluff +7, Climb +14, Concentration +7, Craft (alchemy) +7, Decipher Script +13, Diplomacy +3, Disable Device +14, Escape Artist +22, Hide +18*, Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Listen +3, Move Silently +16, Open Lock +14, Search +13, Sleight of Hand +18, Spellcraft +8, Use Rope +6* (*Add +2 to Hide checks when underground. Add +2 to Use Rope when binding someone.)</p><p><strong>Possessions</strong> combat gear plus <em>+2 slick studded leather, +3 defending wounding rapier, +1 light crossbow, amulet of health +2, bag of holding (type II), belt of giant strength +4, cloak of resistance +2, gloves of Dexterity +6, ring of protection +3, ring of water walking</em>, plus 3650 gp of other good or monies</p><p>-----</p><p><strong>Nondetection (Su):</strong> A svirfneblin has a continuous <em>nondetection</em> ability as the spell (caster level equal to class levels).[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3211629, member: 2795"] [b]The Soft Corps[/b] [sblock=Soft Corp Fluff Text] [b][color=lime]Ancient History[/color][/b][color=lime][/color] More than a thousand years ago, a monstrous queen ruled the jungle depths of the Southlands. Queen Oozenahz was a fiendishly clever elder black pudding originally hailing from some abyssal realm. She conquered and enslaved the primitive lizardmen of the Southlands and put them to work building an immense city of pyramids, wide roads, and frequent blood sacrifices. Over time, Oozenahz reproduced, her children budding from her loathsome form and rapidly growing to maturity. Each child of Oozenahz was itself an ooze of some sort, but all were unusually intelligent and talented. As Oozenahz's kingdom spread, her children became princes, each ruling over its own city. But, as always seems to happen, the oppressed peoples of the Southlands found a champion. A lizardman druid called Brokenfang rose up and led a rebellion against Oozenahz. Legions of lizardmen, frogfolk, and gator-people flocked to Brokenfang's banner. So too did the beasts of the jungle: boars, crocodiles, vipers and constrictors, monkeys, and birds of every color. As with all civil wars, the one to overthrow Oozenahz was hell. Tens of thousands died. Vast stretches of verdant jungle were laid to waste. Oozenahz's cities burned and crumbled, and the Queen herself was finally destroyed. Only four of Oozenahz's children escaped destruction by sealing themselves in the Temple of Slime. Blurblex, Dolloppoli, Mublor, and Xanumph became trapped in an endless state somewhere between living and dead. [b][color=lime]Recent History[/color][/b][color=lime][/color] Hundreds of year later, Frelbor Yandov was one of several powerful adventurers exploring the Southlands for lost treasure. After facing many perils both great and small, the explorers happened upon the ancient Temple of Slime. Four adventurers entered, but only one left. Frelbor was the sole survivors of that fateful delve. His comrades all died horrible deaths by crushing traps, undead oozes, and magical defenses. The larger part of the Temple of Slime remains unexplored to this day. But Frelbor did not emerge from the deadly structure alone. He freed Blurblex, Dolloppoli, Mublor, and Xanumph from suspended animation. Although this act was entirely accidental, Frelbor quickly took credit for it, claiming it was his intention all along. Since that fateful day, Frelbor has been the leader of a new adventuring group dubbed the Soft Corps. They travel lands super- and subterranean, killing creatures and stealing their stuff. Sometimes the Soft Corps take contracts from less-than-scrupulous employers.[/sblock] [sblock=Blurblex; CR 9 Black pudding cleric 6] NE Huge ooze [b]Init[/b] -3; [b]Senses[/b] blindsight 60 ft. [b]Languages[/b] understands Common ----- [b]AC[/b] 5 (-2 size, -3 Dex), touch 5, flat-footed 5 [b]hp[/b] 152 (16 HD) [b]Immune[/b] critical hits, flanking, gaze attacks, illusions, paralysis, poison, [i]polymorph[/i], slashing and piercing weapons, [i]sleep[/i], stunning, visual effects [b]Fort[/b] +13, [b]Ref[/b] +4, [b]Will[/b] +12 ----- [b]Speed[/b] 20 ft. (4 squares), climb 20 ft. [b]Melee[/b] slam +13 (2d6+6 plus 2d6 acid) [b]Space[/b] 15 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +11; [b]Grp[/b] +23 [b]Atk Options[/b] acid, constrict (2d6+6 plus 2d6 acid), improved grab, rebuke undead (4/day), Silent Spell, spontaneous [i]inflict[/i] [b]Special Actions[/b] split [b]Cleric Spells Prepared[/b] (CL 6th; all spells are Silent Spells)[b]:[/b] 3rd - [i]cure moderate wounds, darkness, death knell[/i]* (Will 16), [i]silence[/i] 2nd - [i]bane[/i] (Will 15), [i]bless, cure light wounds[/i] (x2), [i]inflict light wounds[/i]* (+13 melee touch, Will half 15) 1st - [i]guidance[/i] (x2), [i]resistance[/i] (x2) * Domain spell. [b]Domains:[/b] Death (death touch, 6d6; 1/day); Destruction (smite, +4 attack roll, +6 damage; 1/day). ----- [b]Abilities[/b] Str 19, Dex 4, Con 20, Int 10, Wis 19, Cha 12 [b]SQ[/b] blindsight 60 ft. [b]Feats[/b] Combat Casting, Eschew Materials, Lightning Reflexes, Power Attack, Silent Spell, Skill Focus (Move Silently) [b]Skills[/b] Climb +25, Concentration +8, Jump -2, Move Silently +6, Spellcraft +3, Swim +7 ----- [b]Acid (Ex):[/b] The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 20 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 20 Reflex save. The save DCs are Constitution-based. The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. [b]Blindsight (Ex):[/b] An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. [b]Constrict (Ex):[/b] A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid. [b]Improved Grab (Ex):[/b] To use this ability, a black pudding 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 can constrict. [b]Split (Ex):[/b] Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points. [b]Skills:[/b] A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.[/sblock] [sblock=Dolloppoli; CR 9 Advanced gelatinous cube barbarian 4] CN Huge ooze [b]Init[/b] -3; [b]Senses[/b] blindsight 60 ft. [b]Languages[/b] understands Common ----- [b]AC[/b] 5 (-2 size, -3 Dex), touch 5, flat-footed 5; Uncanny Dodge [b]hp[/b] 240 (16 HD) [b]Immune[/b] critical hits, electricity, flanking, gaze attacks, illusions, paralysis, poison, [i]polymorph, sleep[/i], stunning, visual effects [b]Fort[/b] +8, [b]Ref[/b] +4, [b]Will[/b] +8; trap sense +1 ----- [b]Speed[/b] 25 ft. (5 squares) [b]Melee[/b] unarmed strike +14/+9/+4 (1d6+3 plus paralysis and 1d6 acid/crit 19-20) [b]Space[/b] 15 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +13; [b]Grp[/b] +24 [b]Atk Options[/b] acid, engulf (Ref 20), paralysis (Fort 26), rage 2/day ----- [b]Abilities[/b] Str 17, Dex 4, Con 31, Int 10, Wis 12, Cha 8 [b]SQ[/b] blindsight 60 ft., transparent, trap sense +1 [b]Feats[/b] Improved Critical (unarmed strike), Improved Unarmed Strike, Iron Will, Lightning Reflexes, Power Attack, Run [b]Skills[/b] Climb +14, Jump +14*, Intimidate +2, Swim +8 (*Gains a +4 bonus to Jump checks made after a running start) [b]When raging:[/b] [b]AC[/b] 3 (-2 size, -3 Dex, -2 rage), touch 3, flat-footed 3; Uncanny Dodge [b]hp[/b] 272 (16 HD) [b]Fort[/b] +10, [b]Will[/b] +10; trap sense +1 ----- [b]Melee[/b] unarmed strike +16/+11/+6 (1d6+5 plus paralysis and 1d6 acid/crit 19-20) [b]Grp[/b] +26 [b]Atk Options[/b] engulf (Ref 22), paralysis (Fort 28) ----- [b]Abilities[/b] Str 21, Con 35 [b]Skills[/b] Climb +16, Jump +16*, Swim +10 (*Gains a +4 bonus to Jump checks made after a running start) ----- [b]Acid (Ex):[/b] A gelatinous cube’s acid does not harm metal or stone. [b]Blindsight (Ex):[/b] An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. [b]Engulf (Ex):[/b] Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus. Add +2 to DC when raging. [b]Paralysis (Ex):[/b] A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 26 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based. Add +2 to DC when raging. [b]Transparent (Ex):[/b] Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.[/sblock] [sblock=Mublor; CR 9 Gray ooze rogue 5] CE Medium ooze [b]Init[/b] +1; [b]Senses[/b] blindsight 60 ft. [b]Languages[/b] understands Common and Undercommon ----- [b]AC[/b] 8 (-3 Dex), touch 8, flat-footed 8; Uncanny Dodge [b]hp[/b] 63 (8 HD) [b]Immune[/b] cold, critical hits, fire, flanking, gaze attacks, illusions, paralysis, poison, [i]polymorph, sleep[/i], stunning, visual effects [b]Fort[/b] +6, [b]Ref[/b] +4, [b]Will[/b] +4; Evasion ----- [b]Speed[/b] 10 ft. (2 squares) [b]Melee[/b] slam +7 (1d6+3 plus 1d6 acid) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +5; [b]Grp[/b] +7 [b]Atk Options[/b] acid, constrict (1d6+3 plus 1d6 acid), improved grab, sneak attack +3d6 [b]Special Actions[/b] trapfinding ----- [b]Abilities[/b] Str 14, Dex 4, Con 18, Int 12, Wis 15, Cha 13 [b]SQ[/b] blindsight 60 ft., transparent [b]Feats[/b] Improved Initiative, Lightning Reflexes, Stealthy [b]Skills[/b] Balance +2, Climb +10, Disable Device +4*, Hide +7, Jump -5, Move Silently +7, Open Lock +0*, Search +6, Swim +7 (*Includes -2 penalty for not using thieves' tools) ----- [b]Acid (Ex):[/b] A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 15 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 15 Reflex save. The save DCs are Constitution-based. The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. [b]Blindsight (Ex):[/b] An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. [b]Constrict (Ex):[/b] A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid. [b]Improved Grab (Ex):[/b] To use this ability, a gray ooze 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 can constrict. [b]Transparent (Ex):[/b] A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.[/sblock] [sblock=Xanumph; CR 9 Ochre jelly monk 4] LE Large ooze [b]Init[/b] -3; [b]Senses[/b] blindsight 60 ft. [b]Languages[/b] understands Common ----- [b]AC[/b] 8 (-1 size, -3 Dex, +2 Wis), touch 8, flat-footed 8 [b]hp[/b] 115 (10 HD) [b]Immune[/b] critical hits, electricity, flanking, gaze attacks, illusions, paralysis, poison, [i]polymorph[/i], slashing and piercing weapons, [i]sleep[/i], stunning, visual effects [b]Fort[/b] +13, [b]Ref[/b] +5, [b]Will[/b] +8; Evasion, Still Mind (+2 vs. enchantment spells) ----- [b]Speed[/b] 20 ft. (4 squares), climb 10 ft. [b]Melee[/b] unarmed strike +11/+6 (2d6+5 plus 1d4 acid), or [b]Melee[/b] flurry of blows +9/+9/+7 (2d6+5 plus 1d4 acid), or [b]Melee[/b] slam +11 (2d4+7 plus 1d4 acid) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +7; [b]Grp[/b] +20 [b]Atk Options[/b] acid, constrict (2d4+7 plus 1d4 acid), improved grab, [i]ki[/i] strike (magic) [b]Special Actions[/b] Deflect Arrows, slow fall 20 ft., split ----- [b]Abilities[/b] Str 20, Dex 4, Con 24, Int 8, Wis 14, Cha 10 [b]SQ[/b] blindsight 60 ft., still mind [b]Feats[/b] Athletic, Deflect Arrows (B), Improved Bullrush, Improved Grapple (B), Improved Unarmed Strike (B), Lightning Reflexes, Power Attack [b]Skills[/b] Climb +25, Jump +6, Swim +11 ----- [b]Acid (Ex):[/b] An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage. [b]Blindsight (Ex):[/b] An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. [b]Constrict (Ex):[/b] An ochre jelly deals automatic slam and acid damage with a successful grapple check. [b]Improved Grab (Ex):[/b] To use this ability, an ochre jelly 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 can constrict. [b]Split (Ex):[/b] Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points. [b]Skills:[/b] An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.[/sblock] [sblock=Frelbor Yandov; CR 15 Half-dragon (black)/half-svirfneblin rogue 3/illusionist 5/arcane trickster 4] LE Small dragon [b]Init[/b] +6; [b]Senses[/b] darkvision 120 ft., low-light vision, Listen +3 [b]Languages[/b] Common, Goblin, Giant, Gnome, Undercommon ----- [b]AC[/b] 32 (+1 size, +5 Dex, +5 armor, +3 deflection, +4 dodge, +4 natural), touch 23, flat-footed 23; Dodge [b]hp[/b] 69 (12 HD) [b]SR[/b] 23 [b]Immune[/b] acid, paralysis, [i]sleep[/i] [b]Fort[/b] +10, [b]Ref[/b] +18, [b]Will[/b] +14; Evasion, trap sense +1 ----- [b]Speed[/b] 20 ft. (4 squares) [b]Melee[/b] [i]+3 defending wounding rapier[/i] +17/+12 (1d4+7 plus 1 point of Con damage/18-20), or [b]Melee[/b] 2 claws +14 (1d3+4) and bite +9 (1d4+2) [b]Ranged[/b] [i]+1 light crossbow[/i] +15 (1d6+1/19-20) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +7; [b]Grp[/b] +7 [b]Atk Options[/b] +1 racial attack bonus against kobold and goblinoids, breath weapon 1/day (6d8, Ref half 12, 60-ft. line of acid), impromptu sneak attack 1/day, sneak attack +4d6 [b]Combat Gear[/b] [i]deck of illusions, lesser silent metamagic rod, potion of barkskin +5, potion of cure serious wounds[/i] (x2), [i]potion of greater magic fang +5, potion of remove blindness/deafness, scabbard of keen edges[/i] [b]Special Actions[/b] ranged legerdemain 1/day, trapfinding [b]Wizard Spells Prepared[/b] (CL 9th)[b]:[/b] 5th - [i]black tentacles[/i] (Extend Spell), [i]shadow conjuration[/i]* (Extend Spell, Will disbelief 19) 4th - [i]blink[/i] (Extend Spell), [i]haste[/i] (Extend Spell), [i]phantasmal killer[/i]* (Will disbelief 19, Fort partial 17) 3rd - [i]acid arrow[/i] (+11 ranged touch, Extend Spell), [i]dispel magic, fly, major image[/i]* (Will disbelief 18), [i]protection from energy[/i] 2nd - [i]fox's cunning, glitterdust[/i] (x2) (Will 15), [i]invisibility*, scorching ray[/i] (+11 ranged touch), [i]web[/i] (Ref 15) 1st - [i]color spray[/i]* (Will 16), [i]expeditious retreat, magic missile[/i] (x2), [i]shield, ventriloquism[/i]* (Will 16) 0 - [i]detect magic, ghost sound[/i]* (Will disbelief 15), [i]mage hand, prestidigitation, read magic[/i] * Illusion spell. [b]Prohibited Schools:[/b] enchantment, necromancy [b]Spell-Like Abilities[/b] (CL 12th)[b]:[/b] 1/day - [i]blindness/deafness[/i] (Fort 17), [i]blur, disguise self[/i] ----- [b]Abilities[/b] Str 18 (14), Dex 23 (17), Con 16 (14), Int 17, Wis 12, Cha 12 [b]SQ[/b] [i]nondetection[/i] (CL 12th), stonecunning [b]Feats[/b] Combat Casting, Dodge, Extend Spell (B), Heighten Spell, Scribe Scroll (B), Spell Focus (illusion), Weapon Finesse [b]Skills[/b] Bluff +7, Climb +14, Concentration +7, Craft (alchemy) +7, Decipher Script +13, Diplomacy +3, Disable Device +14, Escape Artist +22, Hide +18*, Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Listen +3, Move Silently +16, Open Lock +14, Search +13, Sleight of Hand +18, Spellcraft +8, Use Rope +6* (*Add +2 to Hide checks when underground. Add +2 to Use Rope when binding someone.) [b]Possessions[/b] combat gear plus [i]+2 slick studded leather, +3 defending wounding rapier, +1 light crossbow, amulet of health +2, bag of holding (type II), belt of giant strength +4, cloak of resistance +2, gloves of Dexterity +6, ring of protection +3, ring of water walking[/i], plus 3650 gp of other good or monies ----- [b]Nondetection (Su):[/b] A svirfneblin has a continuous [i]nondetection[/i] ability as the spell (caster level equal to class levels).[/sblock] [/QUOTE]
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