Special Conversion Thread: Microscopic Monsters

Cleon

Legend
Slime Mold Working Draft

Slime Mold, Amoeboid
Tiny Ooze (Aquatic)
Hit Dice: 1/2d10+3 (5 hp)
Initiative: -4
Speed: 20 ft. (4 squares), climb 10 ft., swim 10 ft.
Armor Class: 8 (+2 size, -4 Dex), touch 8, flat-footed 8
Base Attack/Grapple: +0/-3
Attack: Slam -1 melee (1d2-3 plus 1d2 acid)
Full Attack: Slam -1 melee (1d2-3 plus 1d2 acid)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Acid, improved grab
Special Qualities: Amphibious, blind, blindsight 60 ft., ooze traits, vulnerability to fire
Saves: Fort +3, Ref -4, Will -4
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 coagulation (2–60)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Slime Mold, Amoeboid Swarm
Tiny Ooze (Aquatic, Swarm)
Hit Dice: 7d10+21 (59 hp)
Initiative: -4
Speed: 20 ft. (4 squares), climb 10 ft., swim 10 ft.
Armor Class: 8 (+2 size, -4 Dex), touch 8, flat-footed 8
Base Attack/Grapple: +5/--
Attack: Swarm (1d6 plus 2d6 acid)
Full Attack: Swarm (1d6 plus 2d6 acid)
Space/Reach: 10 ft./0 ft.
Special Attacks: Acid, clinging swarm, 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: —

Slime Mold, Slug
Large Ooze (Aquatic)
Hit Dice: 7d10+49 (87 hp)
Initiative: -5
Speed: 20 ft. (4 squares), climb 10 ft., swim 10 ft.
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +5/+18
Attack: Slam +9 melee (1d6+7 plus 2d6 acid)
Full Attack: Slam +9 melee (1d6+7 plus 2d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, engulf, improved grab
Special Qualities: Amphibious, blind, blindsight 60 ft., half damage from slashing or piercing, ooze traits, splatter split, 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); 14-27 HD (Huge); 28-48 HD (Gargantuan); 49-77 HD (Colossal)
Level Adjustment: —

A brightly colored blob of slime

Slime molds are a kind of amoeba with a complicated lifecycle. Each organism is a single-celled blob of protoplasm hereafter called an "amoeboid slime mold". These amoeboids seek out organic material to digest and reproduce by splitting in two. Many slime molds are strikingly colored in yellow, white, or orange-brown. They may be a single uniform color, or a patchwork mass of different colors or shades.

Slime mold can grow very quickly, a single amoeboid will become an amoeboid slime mold swarm within a few days, assuming there is enough food. Once the slime molds start to exhaust their food supply, the swarm (or swarms) conglomerate into a single mass called a "slug", which is hardy enough to seek out more sources of nourishment. Eventually, the slug forms itself into a "sporocarp", a rigid structure full of spores that resembles a dried-out mushroom. When conditions are favorable, the sporocarp releases its spores, a single one of which can populate an entire new colony.

Amoeboid slime molds normally spread their amorphous bodies to a diameter of about 2 feet with a thickness less than an inch, but can compress themselves into a clump up to 3 inches thick. A typical specimen weighs 10 to 15 pounds.

COMBAT

Amoeboid slime molds attack instinctively, attempting to slam and grab onto opponents, then digesting them slowly with acid.

Acid (Ex): An amoeboid slime mold's acid does not harm metal or stone.

Improved Grab (Ex):
To use this ability, an amoeboid slime mold 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. Amoeboid slime molds have a +8 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Skills: Slime molds have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Slime molds have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.

Slime Mold Amoeboid Swarm

COMBAT

Swarms of amoeboid slime molds instinctively crawl over the most edible object they sense, usually the nearest living creature, and digest it with their acids.

Clinging Swarm (Ex): Any living creature that takes damage from a amoeboid slime mold swarm's swarm attack must succeed at a DC 16 Reflex save or 1d4 amoeboid slime molds from the swarm automatically grapple the creature, dealing damage as usual. Treat these as individual amoeboid slime molds, which must be killed or grappled individually. The Reflex save DC is Constitution-based.

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

Slime Mold Slug

A slime mold slug is usually about 20 feet long, 5 to 10 feet wide and 1 or 2 feet thick. It can spread its slimy gestalt body into a 20 diameter disc up to a foot thick, or condense into a lump 10 feet across and up to 4 feet tall. A typical specimen weighs 5000 to 7500 pounds.

COMBAT

A slime mold slug tries to slam, grab, and engulf as many opponents as it can accommodate. It may need to digest food it has already engulfed before it can engulf additional opponents it has grabbed.

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

Improved Grab (Ex):
To use this ability, a slime mold 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. Slime mold slugs have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Engulf (Ex): A slime mold slug 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 slime mold slug merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the slug, 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 18 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 slug's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based.

Splatter Split (Ex): If a slime mold slug takes at least 10 points of damage from an attack, it must succeed at a Fortitude save (DC equals the damage inflicted by the attack) or take double damage as the force of the attack splatters fragments from its body. Many of these fragments will continue to live as amoeboid slime molds. If the attack inflicted between 20 and 60 hit points of damage (after doubling), the blow splatters off 1d4 individual amoeboid slime molds for every 10 points of damage taken by the slug. If the blow does more than 60 hit points of damage, the blow strikes off huge blobs of tissue that form one amoeboid slime mold swarm for every 60 points of damage inflicted (minimum one swarm). The amoeboid slime molds will behave independently according to their normal instincts, they are not under the control of the slug.

Slime Mold Sporocarp (CR 1)
A mature sporocarp resembles a large, dried out mushroom about 10 feet tall. The head of the "mushroom" is hollow and filled with spores about an inch long. 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 and attach themselves to any organic matter they touch (including living creatures), which they immediately start to digest, doing 2d4 points of acid damage per round (the acid damage only harms organic materials such as flesh or wood). On the first round of contact, the spores can be scraped off a creature (exposing the scraping device to the spores' acid damage), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a spore infestation.

Given enough time and food, even a single spore can grow and multiply into an entire slime mold 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
For the imp grab, do we want to do something similar to a rot grub's infestation? Or just leave it off? I could go either way.

I might want to bump up the slug's acid damage a little too. Or give it constrict. Something.
 

Cleon

Legend
For the imp grab, do we want to do something similar to a rot grub's infestation? Or just leave it off? I could go either way.

I was going to just drop it, but I like the idea of infestation. Makes sense a victim of the swarm will get covered by acidic slime globs.

I might want to bump up the slug's acid damage a little too. Or give it constrict. Something.

Yes, the Slug is going to need a bit of a boost - I am thinking Engulf. I was going to leave that for after we finish the Amoeba(s) though.
 

freyar

Extradimensional Explorer
I'd say the individual amoeba looks pretty good. Ok, for infestation, just have some amoebas stick to it, doing acid damage each round? How does the victim get them off? Shouldn't be as complicated or deadly as rot grubs.
 

Cleon

Legend
I'd say the individual amoeba looks pretty good. Ok, for infestation, just have some amoebas stick to it, doing acid damage each round? How does the victim get them off? Shouldn't be as complicated or deadly as rot grubs.

I'd presume the victim would remove the infesting slime using normal grappling rules.
 

freyar

Extradimensional Explorer
That could take a while if there are multiple amoebae attached. We should specify the number that grab on, whether they each do acid damage, etc. I'd also insist that we don't give them a racial grapple bonus if multiple can attach.
 

Cleon

Legend
That could take a while if there are multiple amoebae attached. We should specify the number that grab on, whether they each do acid damage, etc. I'd also insist that we don't give them a racial grapple bonus if multiple can attach.

No, I think the racial grapple bonus is essential, although I might be OK reducing it to +4 if Shade think's it's too much.
 




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