Converting monsters from First Edition modules

Status
Not open for further replies.

log in or register to remove this ad

Golem, Slime
FREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOUR CLASS: 5
MOVE: 9"
HIT DICE: 1O
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE: 2d4/2d4
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: N
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil
LEVEL/X.P. VALUE: 1950 + 14/hp

These flaccid, squat, man-sized creatures are created from crystal ooze (MMII27), and combine some of the abilities of the ooze with those of a golem. A blow from one of these creatures paralyses for 2d10 turns (save vs. Paralysis to negate) in addition to inflicting normal damage. Magical weapons are required to hit slime golems, which are immune to acid, cold, heat and fire, and to sleep, charm and hold spells.

A slime golem can move equally effectively on land and through water, and its soft semi-transparent flesh allows it to squeeze through narrow gaps with ease.

From I8: Ravager of Time
 


I would go with a Medium construct with the aquatic sub-type; I'd also crib the malleability power from the FF Vine Horror to explain its amorphous traits.
 

Sounds good.

Here are the ability scores for the similarly-sized, somewhat gooey maggot golem:

Str 12, Dex 14, Con -, Int -, Wis 10, Cha 10

The slime golem is Int Low (5-7), though.

Do the other stats work?
 



Here's what the crystal ooze has in the Tome of Horrors revised:

Paralysis (Ex): A crystal ooze secretes a paralytic slime. A target hit by a crystal ooze’s slam or constrict attack must succeed on a DC 17 Fortitude save or be paralyzed for 3d6 rounds. The crystal ooze can automatically constrict a paralyzed opponent. The save DC is
Constitution-based.

Another ability it possesses might be worth using here...

Transparent (Ex): When submerged, a crystal ooze is difficult to see. It takes a successful DC 20 Spot check to notice one. Creatures who fail to notice a crystal ooze and walk (or swim) into it are automatically hit with a melee attack for slam damage and are subjected to the ooze’s paralysis.
 

We can probably just lift those completely, though 2d10 turns is a lot longer than 3d6 rounds. Was there a similar downgrading of the crystal ooze's paralysis in ToH?
 

freyar said:
We can probably just lift those completely, though 2d10 turns is a lot longer than 3d6 rounds. Was there a similar downgrading of the crystal ooze's paralysis in ToH?

Dunno. I don't have the original Tome with me, and the CC version lacks paralysis altogether.
 

Status
Not open for further replies.
Remove ads

Top