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Controlling oozes?

der_kluge said:
Wow, I just looked at that. What a completely, utterly lame spell for a 6th level spell.

It does, at least, have a nice enough duration on it - you only need to cast it once every week or two, so it isn't usually eating any of your spell slots.

-Stuart
 

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der_kluge said:
Oozemasters just get ooze-like abilities. They have no actual ability to control oozes.
AH, well I didn't realise that; I'd just looked it up using the lists WotC has provided on it's web site.
 

der_kluge said:
If not, if you were to create a BBEG who could *control* oozes (preferably at will, and preferably as many of them as he wished), how would you go about doing that?

An Alkilith demon (FF) would be an interesting choice. These demonic (but ooze-like) servants of Juiblex have the ability to control oozes at will, but they get a Saving Throw to resist.
Techinically the Alkiliths can use the ability as a free action, so they could just keep trying an unlimited number of times until the targets gets a natural 1, but I don't think that is the intent of the ability, despite the wording
 


Why not just give your Ooze King a Rod of Rulership?

SRD said:
Rod of Rulership: This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet when she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are entitled to a DC 16 Will save to negate the effect. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 500 total minutes before crumbling to dust. This duration need not be continuous.

Strong enchantment; CL 20th; Craft Rod, mass charm monster; Price 60,000 gp; Cost 27,500 gp + 2,200 XP.
In the D&D game I ran before my current campaign, one of the PC's used a rod of rulership for the exact purpose you're talking about - she took command of a horde of gelatinous cubes living in a city's sewers to assault the place.

Of course, she had to endure being referred to as the "Ooze Queen" for the rest of her days, but she seemed to think it was worth it. ;)
 
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sure, if that's not a mind-affecting effect, it should work as well on oozes as it does on anything else.
 

BOZ said:
sure, if that's not a mind-affecting effect, it should work as well on oozes as it does on anything else.
It doesn't say it is, so I assume it's not. The only reference it makes is to a max intelligence score for no-save "ruling," and to a total number of hit die. :)
 

FFG has the Ulb race for Dragon Star. Intelligent oozes, and their favored class is cleric! I believe they're still immune to mind-affecting abilities, but Diplomacy should work just fine.
 
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The_Universe said:
Why not just give your Ooze King a Rod of Rulership?

In the D&D game I ran before my current campaign, one of the PC's used a rod of rulership for the exact purpose you're talking about - she took command of a horde of gelatinous cubes living in a city's sewers to assault the place.

Of course, she had to endure being referred to as the "Ooze Queen" for the rest of her days, but she seemed to think it was worth it. ;)

Well, because the PCs would acquire it once they kill this particular BBEG. That's not something I'd really be comfortable with them having. :)

That, and by a strict reading, "dominate monster" won't work on oozes, even though the item description doesn't specifically state otherwise.
 

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