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2 more OooooOOOooooOOOOoooOOOoozes

BOZ

Creature Cataloguer
in addition to the olive slime (and slime creature), cyrstal ooze, and stunjelly from the old boards, here are a couple more before i move on to bigger and better things. ;)

these 2 oozes were from a Dragon's Bestiary article in DRAGON 127.
 
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XADOR'S FLUID
Medium-Size Ooze
Hit Dice: 6d10+10 (43 hp)
Initiative: -5 (Dex)
Speed: 15 ft
AC: 5 (-5 Dex)
Attacks: Slam +4 melee
Damage: Slam 0 and envelop
Face/Reach: 5 ft by 5 ft/10 ft (with psuedopod)
Special Attacks: Envelop, suffocation, harden, drain
Special Qualitites: Blindsight, heat sense, brittle (vulnerability), ooze
Saves: Fort +2, Ref -3, Will -3
Abilities: Str 10, Dex 1, Con 10, Int 1, Wis 1, Cha 1

Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large)

Xador's fluid is a jelly creature that combines with living skin, to make it hard like rock. This clear, runny fluid looks like a common mold, and lives in rocky, damp areas. Xador's fluid covers anywhere from three quare feet up to eighteen square feet. The fluid absorbs the nutrients from living flesh, and can't eat anything other than flesh and muscle. It flows over and covers its victims to feed, becoming solid in the process. Several days after finishing a victim off, it flakes off, reliquifies, and splits into two new fluids.
Xador's fluid is a dangerous substance, but can be made useful by resourceful beings. Brave characters who capture some of it can use it as armor in an emergency. After applying small amounts it to naked flesh for five rounds, it grants an effective +7 natural armor adjustment. This "Xador's mail" feels like painfully tight padded mail. Since the quagmire is still alive, it drains 1 hit point per round from the wearer, and will reproduce in 5-8 days if it kills the wearer. Another use of this is as improvisational "brass knuckles". This takes one round to apply, and does damage as spiked gauntlets. Yet another use for the fluid is to immobilize prisoners for a few hours. Captive Xador's fluid must devour at least one Medium-Size victim every two weeks, or it will dry up and die.
This fluid is named for an evil noble named Lord Xador, who punished criminals by exposing them to this fluid. The hardened forms of these miscreants were displayed as statues to make an example of them.

COMBAT
Xador's fluid attacks anything that comes within 10 feet. It lurches forward with a sudden spring attack, attempting to flow over its victim.
Envelop (Ex): If Xador's fluid hits an opponent with its slam attack, it flows over the victim's body in one round, unless a successful Reflex (DC 16) save is made. If this save is failed, the victim is subject to all of the fluid's other attacks.
Suffocation (Ex): Any victim enveloped by Xador's fluid must succeed at a Fortitude save (DC 12) or die of suffocation in 1d4 rounds. Four hit points of damage done to the fluid is enough to free the mouth and nose of a victim suffocating, if intent is declared.
Harden (Ex): Xador's fluid combines with the living skin of its victims, hardening to the consistency of solid rock. The victim becomes effectively solidified, covered by a thin layer of hard material. The victim can break free on a successful Strength check (DC 19).
Drain (Ex): Xador's fluid derives sustenance from its victim's fluids, and drains 1 hit point from the victim every ten rounds.
Heat Sense (Ex): Xador's fluid can sense sources of heat, including warm-blooded creatures, in a 10-foot radius.
Brittle (Ex): Hardened Xador's fluid is more easily destroyed than in its liquid form. A successful hit with a bludgeoning weapon, or use of a barkskin spell, shatters and destroys solid Xador's fluid. Every three hit points of damage done to the fluid inflicts 1 hit point of damage to the creature underneath. If the trapped character breaks free with a Strength check, or if the fluid loses all of its hit points, the creature is destroyed and flakes off.

Xador's fluid first appeared in Dragon Magazine #127 (Dragon's Bestiary, 1987, Thomas M. Kane).
 

QUAGMIRE
Huge Ooze
Hit Dice: 6d10+32 (65 hp)
Initiative: -5 (Dex)
Speed: 5 ft
AC: 5 (-5 Dex)
Attacks: Slam +7 melee
Damage: Slam 1d3+3
Face/Reach: 15 ft by 15 ft/10 ft (with psuedopod)
Special Attacks: Improved grab, entrapment, smother
Special Qualitites: Blindsight, heat sense, camouflage, ooze
Saves: Fort +4, Ref -3, Will -1
Abilities: Str 17, Dex 1, Con 15, Int 3, Wis 5, Cha 4

Climate/Terrain: Any marsh
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan)

Quagmire, or *living quicksand*, is an ooze that lives in marshes. Quagmires appear as huge pools of colorless liquid, blending in perfectly with terrain to make them virtually undetectable under normal circumstances. Quagmires make no sound, but can attract prey by emitting a variety of attractive scents.
Quagmires can devour organic matter, including leather, bone, and paper, but cannot digest metal and gems. Quagmires are huge, averaging about 30 feet in diameter.

COMBAT
When a creature comes within a 10' range of a quagmire, it lashes out with a pseudopod to try to draw the creature quickly into its body to smother it.
Improved Grab (Ex): To use this ability, the quagmire must hit an opponent of Large size or smaller with its slam attack. If it gets a hold, it can entrap its opponent.
Entrapment (Ex): Creatures grabbed by the quagmire will be swallowed up into its body. The victim can make one Strength check or Escape Artist check to break free (DC 17), on the first round of entrapment. If this roll fails, it is trapped and cannot attack or cast spells, and will be smothered. The quagmire can hold up to 32 Fine, sixteen Diminutive, eight Tiny, four Small, two Medium-Size, or one Large creature. If the quagmire is killed, victims may be pulled free.
Smother (Ex): A creature caught within the quagmire's body will smother to death if unable to escape. It takes 2-8 rounds (plus the victim's Constitution adjestment) to suffocate within the ooze's mass. It takes six hours for the quagmire to digest its victims, at which time the victims cannot be raised from the dead.
Heat Sense (Ex): Quagmires can sense sources of heat, including warm-blooded creatures, in a 240-yard radius.
Camouflage (Ex): Quagmires blend in nearly perfectly with their surroundings, and are very hard to see. If motionless, the quagmire will only be seen and recognized on a successful Spot check (DC 17).

The quagmire first appeared in Dragon Magazine #127 (Dragon's Bestiary, 1987, Scott Bennie).
 

There's another parasitic ooze like thing from Dragon magazine called Lich's Blood. And I'd have to look up the spelling but a Xaaer (or something) is the ooze big bad from Monte Cook's Arcana Evolved. Magic the gathering produced the Mwonvuli Ooze (gets bigger every rd you fight it), S.N.O.T.- it magnifies itself- one colony or patch is a 1/1, 2 is a 4/4, 3 is a 9/9 and 4 is a 16/16 creature- if you let it combine it's all over. And the Vile Bile- if you even touch it you take damage. Personally, I've never been able to get all that excited by slime monsters. The way some people yawn over Daleks- how scary is a monster you can defeat by walking up a flight of stairs? (old school Daleks, anyway). There will always be slime, but it's tough to kill anyone with them unless you just dump, dip or dunk them in it, or have something scarier chase them into it. Or if you hide it under some leaves or a carpet or something. Like really lethal quicksand.
 

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