Converting Monsters from D&D Official Video Games


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Like so?

Slime Climb (Ex): This ability works like the spider climb spell, but only works on vertical surfaces. It is always in effect.
 

Sure, why not? :p

Anything else these need? The only other unanswered question I see upthread is advancement. Since giants, ogres, and driders just advance by character class, I think these should also.
 



Living Muck
Climate/Terrain : Any/Underground or ruins
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Any
Intelligence: Non- (0)
Treasure: Nil
Alignment: Nil
No. Appearing: 1 (1-4)
Armor Class: 6
Movement: 9
Hit Dice: 11
THACO: 9
No. of Attacks: 1
Damage/Attack: 7-28
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Nil
Size: S-L (3'-8')
Morale: Special
Exp. Point Value: 5000

Living mucks are voracious, amorphous monsters composed of groups of cell colonies that scavenge and hunt for food. They typically inhabit ruins and dungeons. They have the ability to sense heat and analyze material structure from a distance of up to 90 feet to determine if something is edible. Living mucks attack any animal or vegetable matter (including humans) on sight.

All living mucks are immune to acid, lightning, and poison. Fire causes half damage, as do magic missiles. Living mucks can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims is a nasty surprise) at the same speed as on a level surface.

Living mucks reproduce by fission. They are adapted to live in a wide variety of climates.

The touch of living mucks is not only very caustic, causing 7-28 points of damage, but is also corrosive to equipment canned by a character. Any item touched by a living muck requires that a save vs . acid be made or the item dissolves and becomes useless. The touch of a living muck also causes paralysis to any creature touched unless a saving throw vs. paralyzation at -4 is made.

From the journal pages:

"Living mucks are particularly nasty creatures since attacking them often destroys your metal weapons! They are immune to acid, lightning, and poison. Fire-based spells do half-damage, and cold-based spells will often, but not always, do damage. The best way to destroy living mucks is to continuously cast cold-based spells such as cone of cold until they succumb. Note that the only weapons that will not be harmed by these creatures are wooden weapons and throwing hammers."

"However, soon after the party begins their exploration, the Dark God is alerted to their presence and sends some of his dark servants to dispatch the party: oozing, pudding-like creatures called living mucks and shadow realm denizens known as shades."

Originally appeared in Eye of the Beholder III: Assault on Myth Drannor PC game rule book (1993).
 

Seems like a classic ooze. Also a nice tie in to the Dark God (that cursed the ogre slugs, perhaps).

With 11HD, I'd say start them at either Medium or more likely Large.

Touch attack, acid damage plus paralysis. Not sure where 7-28 comes from, but 3d6 might be ok. 2d6 if that seems too high. Add Con to the damage? Acid definitely can harm equipment but probably not wood.

Immune to acid, electricity, poison. Resistance to fire (10?). Want to keep half damage from magic missiles? The "journal" mentions possible slight resistance to cold.

Should get a split ability, probably more like the one we did for the gravewatcher than the other oozes.

Want to add usual ooze DR, or does it have enough defenses?
 


3d8 works for me in terms of acid damage.

I like blindsight. I'm also a little ambivalent on lifesense, but it's a possibility.
 


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