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Brown Mold, Yellow Mold, Green Slime - anyone made any?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4725430" data-attributes="member: 82106"><p>Well, for yellow mold I just basically used the entry for the Doomspore hazard, but I did ignore the attack only working on bloodied creatures. Obviously the description changes a bit, but not much.</p><p></p><p>Brown Mold I would just up the level of the yellow mold a couple of levels, and change the ongoing 5 poison to ongoing 5 cold, and remove the stipulation that it can only work once per 24 hours. Remember to increase the DCs to identify and avoid triggering it by a couple of points. I also required a DC20 perception check to see it in the first place.</p><p></p><p>Green Slime is a little bit nastier if you are going to make it approximately similar to the old fashioned kind. Something like this should be fun, I think:</p><p></p><p>Green Slime Level 7 Obstacle</p><p>Hazard XP 300</p><p>Found in damp caves and other similar areas green slime is a nasty plant-like growth which feeds on any kind of organic material, turning it into more green slime.</p><p>Hazard: A single patch of green slime fills one or more squares. The square is considered difficult terrain and a DC19 Athletics check is required to avoid falling prone while moving through the square.</p><p>Perception: The slime is noticed automatically, but see additional.</p><p>Additional Skill: Nature DC24 The character identifies the patch as green slime</p><p>Trigger: The green slime attacks whenever a character begins his or her turn in its square.</p><p></p><p>Attack</p><p>Opportunity Action Melee 1</p><p>Target: Creature in the square</p><p>Attack: +12 vs AC</p><p>Hit: 2d10 acid damage and 10 ongoing acid damage (save ends).</p><p>Special: The character gains a +1 to save vs the ongoing damage for each point of fire damage taken since the character made their last saving throw attempt against the slime.</p><p>Additional Effect: Any creature which dies while green slime is doing ongoing damage to it dissolves and becomes a new patch of green slime at the end of the 5th round since the creature died. Once this happens the creature's body is destroyed.</p><p>Countermeasures: Each square of green slime can be destroyed by doing 50 points of fire, acid, or cold damage to it. Green slime has defenses 20, vulnerable 5 fire and acid, resist 5 cold.</p><p>Upgrade to Elite (600XP)</p><p>Increase Nature DCs, attack rolls, and defenses by 2</p><p>Increase size to Large</p><p></p><p>Sound good?</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4725430, member: 82106"] Well, for yellow mold I just basically used the entry for the Doomspore hazard, but I did ignore the attack only working on bloodied creatures. Obviously the description changes a bit, but not much. Brown Mold I would just up the level of the yellow mold a couple of levels, and change the ongoing 5 poison to ongoing 5 cold, and remove the stipulation that it can only work once per 24 hours. Remember to increase the DCs to identify and avoid triggering it by a couple of points. I also required a DC20 perception check to see it in the first place. Green Slime is a little bit nastier if you are going to make it approximately similar to the old fashioned kind. Something like this should be fun, I think: Green Slime Level 7 Obstacle Hazard XP 300 Found in damp caves and other similar areas green slime is a nasty plant-like growth which feeds on any kind of organic material, turning it into more green slime. Hazard: A single patch of green slime fills one or more squares. The square is considered difficult terrain and a DC19 Athletics check is required to avoid falling prone while moving through the square. Perception: The slime is noticed automatically, but see additional. Additional Skill: Nature DC24 The character identifies the patch as green slime Trigger: The green slime attacks whenever a character begins his or her turn in its square. Attack Opportunity Action Melee 1 Target: Creature in the square Attack: +12 vs AC Hit: 2d10 acid damage and 10 ongoing acid damage (save ends). Special: The character gains a +1 to save vs the ongoing damage for each point of fire damage taken since the character made their last saving throw attempt against the slime. Additional Effect: Any creature which dies while green slime is doing ongoing damage to it dissolves and becomes a new patch of green slime at the end of the 5th round since the creature died. Once this happens the creature's body is destroyed. Countermeasures: Each square of green slime can be destroyed by doing 50 points of fire, acid, or cold damage to it. Green slime has defenses 20, vulnerable 5 fire and acid, resist 5 cold. Upgrade to Elite (600XP) Increase Nature DCs, attack rolls, and defenses by 2 Increase size to Large Sound good? [/QUOTE]
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Brown Mold, Yellow Mold, Green Slime - anyone made any?
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