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<blockquote data-quote="ElectricDragon" data-source="post: 7448511" data-attributes="member: 10778"><p><span style="font-size: 15px"><strong>Slime Keeper Template</strong></span></p><p><em>With liberal use of speak with animal spells, she’d created an immense network of scouts and spies that worked together over long distances. Through the use of yips and howls, they were able to find and track multiple preys at once.</em></p><p><em>In addition to the wolf pack, Amarentia loved using birds as scouts and spies. She had nearly a score of avians that reported to her on a regular basis. Robins, cardinals, blue jays, black birds, wrens, swallows, and ravens drew her a picture of the surrounding territory and its denizens so accurate that she was immediately informed when bears came out of hibernation, or when hunters settled in to await their game.</em></p><p><em>Thus, when the strangers exited the mountain caves and began terrorizing the local fauna; she was able to follow their every move. They made no friends; treated everything as enemies; took what they wanted; and seemed to work independently of each other. None of them strayed far from the cave that had birthed them onto this area; yet all seemed to leave death and destruction in their wakes. She would have to take action soon.</em></p><p></p><p>Slime Keepers are the sanity-blasted remnants of survivors of an attack by Arkonseptsis, the Lead Dragon. They appear quite the same as their non-insane counterparts except for their wild eyes, the slight drool dripping from their chin, their unkempt hair, and their mud-splattered, blood-stained, rumpled clothes.</p><p></p><p><strong><span style="font-size: 12px">CREATING A SLIME KEEPER</span></strong></p><p>Slime Keeper is an acquired template that can be added to any giant, humanoid, or monstrous humanoid (referred to hereafter as the base creature) that has met and survived an encounter with Arkonseptsis, but still failed the Fortitude save to resist this curse. </p><p>Note: Derro are immune to this curse and are just affected by Arkonseptsis' frightful presence instead. Paladins of 3rd level and above are immune to both curse and fear.</p><p>A Slime Keeper uses all the base creature’s statistics and abilities except as noted here.</p><p></p><p><strong>Size and Type:</strong> The base creature’s size and type doesn’t change, but it gains the (Reptilian) subtype.</p><p></p><p><strong>Hit Dice and Hit Points:</strong> The Slime Keeper gains 3 racial Hit Dice. These dice are always eight-sided dice and include any Constitution bonus of the creature. These racial hit dice are from the reptilian subtype and stack with any previous racial hit dice the base creature might have. If the base creature already had the Reptilian subtype, it still gains the extra racial Hit Dice and all associated abilities; but it does not gain the subtype a second time.</p><p></p><p><strong>Base Attack/Grapple:</strong> The Slime Keeper gains a +2 to its Base Attack Bonus for its 3 reptilian Hit Dice. This stacks with the base creature's Base Attack Bonus.</p><p></p><p><strong>Special Attacks:</strong> If the base creature had any of the following abilities, they change as listed.</p><p></p><p>• <em>Bardic Music:</em> If the base creature has the ability to perform bardic music; the bardic music abilities of <em>fascinate</em>, <em>suggestion</em>, and <em>mass suggestion</em> now only work on oozes. Oozes are no longer immune to these abilities from this character and the abilities do not work on non-oozes. Other than the target type change, the abilities work as normal. The base creature can make its wants understood by oozes to operate these abilities but for no other case.</p><p></p><p>• <em>Domains:</em> If the base creature had access to domain powers and spells as a class feature, she must immediately re-choose her domains from the following list: Antimagic, Madness, and Pestilence. Spells in memory do not change, but all domain spells from that point forward must be memorized from the newly chosen domain(s). It is important to note that the base creature’s deity does not change, all spells other than domain spells still come from her chosen deity (if applicable), the curse only affects what domain spells are available to memorize and who grants them. This is not to say that becoming a slime keeper will not anger the base creature’s chosen deity, which must be determined by the GM on a case-by-case basis.</p><p></p><p>• <em>Favored Enemy:</em> If the base creature had the class feature: <em>favored enemy</em>, she must change one of her choices to dragon. If she already has dragon as one of her choices, she gains a further +2 bonus against dragons.</p><p></p><p>• <em>Purity of Body:</em> If the base creature had the <em>purity of body</em> class feature, it now expands to make the base creature a carrier of diseases. The base creature now carries but is herself immune to the diseases: <em>shakes</em> and <em>slimy doom</em> and forces any creature she comes in contact with to make a Fortitude save or contract one or both of those diseases (separate saves for each disease). <em>Remove disease</em> has no effect on the Slime Keeper’s carrier status.</p><p></p><p>• <em>Rage:</em> If the base creature had the ability to go into a rage, the reptilian racial levels allow it to do so one more time per day.</p><p></p><p>• <em>Rebuke/Turn Undead:</em> If the base creature has the ability to <em>rebuke</em> or <em>turn undead</em>, it loses that ability and gains <em>rebuke slime</em> instead. <em>Rebuke slime</em> works as the ability <em>rebuke undead</em> but only against oozes and is usable 3 + Charisma bonus times per day. The Extra Turning feat now applies to these turning attempts only. Oozes can also be commanded. If you have twice as many levels (or more) as the ooze creature has Hit Dice, you command any that you would normally rebuke. A commanded ooze creature is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded ooze or a group of commanded oozes if the commands are the same for all creatures. At any one time, the cleric may command any number of oozes whose total Hit Dice do not exceed her level. He may voluntarily relinquish command on any commanded ooze creature or creatures in order to command new ones. Having 5 or more ranks in the Knowledge (religion) skill gives a +2 synergy bonus to these rebuking checks.</p><p></p><p>• <em>Sneak Attack:</em> If the base creature had sneak attack abilities, the reptilian levels increase this ability by +1d6.</p><p></p><p>• <em>Spells:</em> If the base creature could cast spells or manifest powers, this ability improves as if the base creature had gained 2 levels in its previous spellcasting class, though no actual class levels are gained. This affects spells known, spells/day, rebuke slime, and caster level only. If the base creature had more than one spellcasting class or ability, it can apply each of the two levels as it sees fit toward improving either one or another of its spellcasting classes. </p><p></p><p>• <em>Spell-like Abilities:</em> Creatures with innate spell-like abilities gain 2 levels of casting ability and 1 extra use of each spell-like ability per day.</p><p></p><p>• <em>Summon Ability:</em> If the base creature can use spell-like abilities to summon creatures, the curse twists this ability so that when a summon spell-like ability is used; the ability instead summons a slime. See below for the type of slime summoned according to the equivalent spell level of the summons. Otherwise, the spell-like ability operates as normal.</p><p></p><p>• <em>Summon Spells:</em> If the base creature has the ability to use various summon spells; the spells work differently now. Instead of the normal creatures summoned, the spell now summons slimes as shown below. Otherwise, the spell operates as normal.</p><p></p><p><strong>Slime Summoned---Summon Spell Equivalent</strong></p><p>Phosphorescent Fungus---1st</p><p>Shrieker or brown mold---2nd</p><p>Violet fungus or flaming puddle---3rd</p><p>Green slime---4th</p><p>Grey ooze---5th</p><p>Gelatinous cube---6th</p><p>Yellow mold---7th</p><p>Ochre jelly---8th</p><p>Black pudding---9th</p><p></p><p><strong>Phospohrescent fungus:</strong> This fungus can be arranged in shapes and even messages, but it does not move. Unlike other summoned slimes, the phosphorescent fungus does not go away when the spell ends and can be any solid color not just violet. The caster can choose normal glow or as bright as a torch when summoning the phosphorescent fungus. The area affected is a 5-foot radius burst, the fungus is shaped upon a surface within that burst as the caster desires.</p><p></p><p><strong>Flaming Puddle (CR 3):</strong> See monster entry above.</p><p></p><p><strong>Green Slime (CR 4):</strong> This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below.</p><p></p><p>A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.</p><p></p><p>When summoned, green slime can be summoned on a 5 foot square that is floor, wall, or ceiling but does not thereafter move (except to drop using gravity) becoming more or less just a hazard on the battlefield, it also cannot be targeted at a creature or an item in a creature's possession, but can be targeted at the ceiling over a target's position (Ref DC 15 to dodge the drop of green slime, but many more drops are possible: one for each target in the square below the target square each round). Summoned green slime lasts one minute for each round in the summon spell's normal duration unless destroyed or dismissed sooner.</p><p> </p><p><strong>Special Qualities:</strong> The Slime Keeper retains all special qualities of the base creature and gains some or all of the following special qualities.</p><p></p><p>• <em>Acid Resistance:</em> The Slime Keeper gains acid resistance equal to its HD (maximum 30).</p><p></p><p>• <em>Alternate Form or Change Shape:</em> If the base creature had one of these special qualities, the ability changes into <em>ooze form</em>. <em>Ooze form</em> is the ability to assume the form of an ooze-type creature of a size comparable to the size of the specific alternate form ability (if the alternate form was Large, the ooze assumed must be Large as well). Alternate forms of smaller than Small size are unaffected (unless the GM has Tiny or smaller sized oozes from which to choose).</p><p>Assuming an <em>ooze form</em> results in the following changes to the creature:</p><p> —The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.</p><p> —The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).</p><p> —The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.</p><p> —The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.</p><p> —The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.</p><p> —The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.</p><p> — Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.</p><p> —The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.</p><p> —Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Non-humanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice-versa.) Gear returns to normal size if dropped.</p><p> A <em>true seeing</em> spell or ability reveals the creature’s natural form. A creature using <em>ooze form</em> reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use <em>ooze form</em> to take the form of a creature with a template.</p><p></p><p>• <em>Animal Companion:</em> If the base creature is 4th level or higher and had an animal companion, it abandons the base creature. The base creature can gain a new companion, but it must be of the ooze type. Use the table below to determine what type of ooze can be attracted by the base creature. An ooze with the Split (Ex) ability, splits as normal and both oozes are now considered the slime keeper’s animal companion (note that this does not give the hp bonus from extra HD for being an animal companion again). An ooze, no matter how many times it splits, can no longer split if its hp are 10 or less.</p><p></p><p><strong>Level Equivalent---Type of Ooze</strong></p><p>4th or Hugher (Level -3)---Flaming puddle</p><p>7th or Higher (Level -6)--- Grey ooze</p><p>7th or Higher (Level -6)---Gelatinous cube</p><p>10th Level or Higher (Level -9)---Ochre jelly</p><p>13th Level or Higher (Level -12)---Black pudding</p><p></p><p>Oozes split into multiple parts can be “pushed” (see Handle Animal in the Core Rules) to re-join into one creature, this process takes one minute once all parts are gathered next to each other. Re-join is a trick that can be taught in 2 weeks with a Handle Animal check DC 15. Ooze companions are limited in the tricks they can learn as follows: Attack (there is no need to teach this trick twice, for an ooze will attack any creature even undead and elementals), Come, Defend, Down, Guard, Heel, Re-join, Seek, or Stay. Non-intelligent oozes can only learn 1 trick plus any bonus tricks from the <em>animal companion</em> ability.</p><p></p><p>• <em>Natural Armor Bonus:</em> The cursed creature gains a +1 bonus to its natural armor as its skin becomes dry and scaly, like a lizard's skin.</p><p></p><p>• <em>Wild Empathy:</em> If the base creature had the wild empathy class feature, this feature now only applies to creatures of the ooze type. The slime keeper can still use the ability to influence an animal with a penalty of -4 to the check or a magical beast with an Intelligence score of 1 or 2 with a penalty of -8 to the check.</p><p></p><p>• <em>Wild Shape:</em> If the base creature had the <em>wild shape</em> class feature it changes into <em>ooze shape</em>. <em>Ooze shape</em> allows a druid to turn herself into any Small or Medium ooze and back again one or more times per day. Her options for new forms include all creatures with the ooze type. This ability functions like the <em>alternate form</em> special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to ooze or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use <em>ooze shape</em>, you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items engulfed in the assumed form fall off and land at the druid's feet unless fully digested (2 hours*). The form chosen must be that of an ooze creature the druid is familiar with. A druid loses her ability to speak while in ooze form. Number of uses per day is as for the <em>wild shape</em> class feature. In addition, she gains the ability to take the shape of a Large ooze at 8th level, and a Huge ooze at 15th level. The new form’s Hit Dice can’t exceed the character’s druid level. The ability to change into Elemental forms or other creature types is unaffected by the curse. As Tiny and smaller oozes are rare or non-existent, the base creature retains the ability to assume animal forms of smaller than Small size.</p><p>*Flaming puddles instead burn up their engulfed items so only stone and metal items remain.</p><p></p><p><strong>Saves:</strong> As the base creature +2 to her Fortitude saves, and +1 to her Ref and Will saves (in addition to the increased Constitution and Dexterity bonus)</p><p></p><p><strong>Abilities:</strong> The Slime Keeper’s ability scores are modified as shown: Strength +2, Dexterity +2, and Constitution +2. Although the Slime Keeper’s mental ability scores are not changed; the sanity-crushing strain of becoming a Slime Keeper has warped her mind, will, and soul; so that her personality and goals have changed.</p><p></p><p><strong>Skills:</strong> The Slime Keeper gains 4 + Intelligence modifier skill points for each of its three reptilian levels. Reptilian racial skills are: Bluff, Hide, Listen, Move Silently, Search, Spot, and Use Magic Device.</p><p></p><p><strong>Feats:</strong> The Slime Keeper gains one feat from its reptilian hit dice, which can be any feat for which the Slime Keeper has met the prerequisites.</p><p></p><p><strong>Environment:</strong> Change to: Any Underground</p><p></p><p><strong>Challenge Rating:</strong> Same as base creature +4.</p><p></p><p><strong>Treasure:</strong> Usually the same as the base creature.</p><p></p><p><strong>Alignment:</strong> Alignment changes to Chaotic. The good-evil axis is unchanged.</p><p></p><p><strong>Advancement:</strong> As base creature, but with restrictions as above.</p><p></p><p><strong>Level Adjustment:</strong> Same as base creature +2.</p><p></p><p><strong>REMOVING THE CURSE:</strong> Any deity of higher rank should be able to remove it. Certain powerful creatures could possibly remove it also. Mortal magic usually fails unless it is somehow unique and unrepeatable.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7448511, member: 10778"] [size=4][b]Slime Keeper Template[/b][/size] [i]With liberal use of speak with animal spells, she’d created an immense network of scouts and spies that worked together over long distances. Through the use of yips and howls, they were able to find and track multiple preys at once. In addition to the wolf pack, Amarentia loved using birds as scouts and spies. She had nearly a score of avians that reported to her on a regular basis. Robins, cardinals, blue jays, black birds, wrens, swallows, and ravens drew her a picture of the surrounding territory and its denizens so accurate that she was immediately informed when bears came out of hibernation, or when hunters settled in to await their game. Thus, when the strangers exited the mountain caves and began terrorizing the local fauna; she was able to follow their every move. They made no friends; treated everything as enemies; took what they wanted; and seemed to work independently of each other. None of them strayed far from the cave that had birthed them onto this area; yet all seemed to leave death and destruction in their wakes. She would have to take action soon.[/i] Slime Keepers are the sanity-blasted remnants of survivors of an attack by Arkonseptsis, the Lead Dragon. They appear quite the same as their non-insane counterparts except for their wild eyes, the slight drool dripping from their chin, their unkempt hair, and their mud-splattered, blood-stained, rumpled clothes. [b][size=3]CREATING A SLIME KEEPER[/size][/b][size=3][/size] Slime Keeper is an acquired template that can be added to any giant, humanoid, or monstrous humanoid (referred to hereafter as the base creature) that has met and survived an encounter with Arkonseptsis, but still failed the Fortitude save to resist this curse. Note: Derro are immune to this curse and are just affected by Arkonseptsis' frightful presence instead. Paladins of 3rd level and above are immune to both curse and fear. A Slime Keeper uses all the base creature’s statistics and abilities except as noted here. [b]Size and Type:[/b] The base creature’s size and type doesn’t change, but it gains the (Reptilian) subtype. [b]Hit Dice and Hit Points:[/b] The Slime Keeper gains 3 racial Hit Dice. These dice are always eight-sided dice and include any Constitution bonus of the creature. These racial hit dice are from the reptilian subtype and stack with any previous racial hit dice the base creature might have. If the base creature already had the Reptilian subtype, it still gains the extra racial Hit Dice and all associated abilities; but it does not gain the subtype a second time. [b]Base Attack/Grapple:[/b] The Slime Keeper gains a +2 to its Base Attack Bonus for its 3 reptilian Hit Dice. This stacks with the base creature's Base Attack Bonus. [b]Special Attacks:[/b] If the base creature had any of the following abilities, they change as listed. • [i]Bardic Music:[/i] If the base creature has the ability to perform bardic music; the bardic music abilities of [i]fascinate[/i], [i]suggestion[/i], and [i]mass suggestion[/i] now only work on oozes. Oozes are no longer immune to these abilities from this character and the abilities do not work on non-oozes. Other than the target type change, the abilities work as normal. The base creature can make its wants understood by oozes to operate these abilities but for no other case. • [i]Domains:[/i] If the base creature had access to domain powers and spells as a class feature, she must immediately re-choose her domains from the following list: Antimagic, Madness, and Pestilence. Spells in memory do not change, but all domain spells from that point forward must be memorized from the newly chosen domain(s). It is important to note that the base creature’s deity does not change, all spells other than domain spells still come from her chosen deity (if applicable), the curse only affects what domain spells are available to memorize and who grants them. This is not to say that becoming a slime keeper will not anger the base creature’s chosen deity, which must be determined by the GM on a case-by-case basis. • [i]Favored Enemy:[/i] If the base creature had the class feature: [i]favored enemy[/i], she must change one of her choices to dragon. If she already has dragon as one of her choices, she gains a further +2 bonus against dragons. • [i]Purity of Body:[/i] If the base creature had the [i]purity of body[/i] class feature, it now expands to make the base creature a carrier of diseases. The base creature now carries but is herself immune to the diseases: [i]shakes[/i] and [i]slimy doom[/i] and forces any creature she comes in contact with to make a Fortitude save or contract one or both of those diseases (separate saves for each disease). [i]Remove disease[/i] has no effect on the Slime Keeper’s carrier status. • [i]Rage:[/i] If the base creature had the ability to go into a rage, the reptilian racial levels allow it to do so one more time per day. • [i]Rebuke/Turn Undead:[/i] If the base creature has the ability to [i]rebuke[/i] or [i]turn undead[/i], it loses that ability and gains [i]rebuke slime[/i] instead. [i]Rebuke slime[/i] works as the ability [i]rebuke undead[/i] but only against oozes and is usable 3 + Charisma bonus times per day. The Extra Turning feat now applies to these turning attempts only. Oozes can also be commanded. If you have twice as many levels (or more) as the ooze creature has Hit Dice, you command any that you would normally rebuke. A commanded ooze creature is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded ooze or a group of commanded oozes if the commands are the same for all creatures. At any one time, the cleric may command any number of oozes whose total Hit Dice do not exceed her level. He may voluntarily relinquish command on any commanded ooze creature or creatures in order to command new ones. Having 5 or more ranks in the Knowledge (religion) skill gives a +2 synergy bonus to these rebuking checks. • [i]Sneak Attack:[/i] If the base creature had sneak attack abilities, the reptilian levels increase this ability by +1d6. • [i]Spells:[/i] If the base creature could cast spells or manifest powers, this ability improves as if the base creature had gained 2 levels in its previous spellcasting class, though no actual class levels are gained. This affects spells known, spells/day, rebuke slime, and caster level only. If the base creature had more than one spellcasting class or ability, it can apply each of the two levels as it sees fit toward improving either one or another of its spellcasting classes. • [i]Spell-like Abilities:[/i] Creatures with innate spell-like abilities gain 2 levels of casting ability and 1 extra use of each spell-like ability per day. • [i]Summon Ability:[/i] If the base creature can use spell-like abilities to summon creatures, the curse twists this ability so that when a summon spell-like ability is used; the ability instead summons a slime. See below for the type of slime summoned according to the equivalent spell level of the summons. Otherwise, the spell-like ability operates as normal. • [i]Summon Spells:[/i] If the base creature has the ability to use various summon spells; the spells work differently now. Instead of the normal creatures summoned, the spell now summons slimes as shown below. Otherwise, the spell operates as normal. [b]Slime Summoned---Summon Spell Equivalent[/b] Phosphorescent Fungus---1st Shrieker or brown mold---2nd Violet fungus or flaming puddle---3rd Green slime---4th Grey ooze---5th Gelatinous cube---6th Yellow mold---7th Ochre jelly---8th Black pudding---9th [b]Phospohrescent fungus:[/b] This fungus can be arranged in shapes and even messages, but it does not move. Unlike other summoned slimes, the phosphorescent fungus does not go away when the spell ends and can be any solid color not just violet. The caster can choose normal glow or as bright as a torch when summoning the phosphorescent fungus. The area affected is a 5-foot radius burst, the fungus is shaped upon a surface within that burst as the caster desires. [b]Flaming Puddle (CR 3):[/b] See monster entry above. [b]Green Slime (CR 4):[/b] This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below. A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone. When summoned, green slime can be summoned on a 5 foot square that is floor, wall, or ceiling but does not thereafter move (except to drop using gravity) becoming more or less just a hazard on the battlefield, it also cannot be targeted at a creature or an item in a creature's possession, but can be targeted at the ceiling over a target's position (Ref DC 15 to dodge the drop of green slime, but many more drops are possible: one for each target in the square below the target square each round). Summoned green slime lasts one minute for each round in the summon spell's normal duration unless destroyed or dismissed sooner. [b]Special Qualities:[/b] The Slime Keeper retains all special qualities of the base creature and gains some or all of the following special qualities. • [i]Acid Resistance:[/i] The Slime Keeper gains acid resistance equal to its HD (maximum 30). • [i]Alternate Form or Change Shape:[/i] If the base creature had one of these special qualities, the ability changes into [i]ooze form[/i]. [i]Ooze form[/i] is the ability to assume the form of an ooze-type creature of a size comparable to the size of the specific alternate form ability (if the alternate form was Large, the ooze assumed must be Large as well). Alternate forms of smaller than Small size are unaffected (unless the GM has Tiny or smaller sized oozes from which to choose). Assuming an [i]ooze form[/i] results in the following changes to the creature: —The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well. —The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature). —The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form. —The creature retains the special qualities of its original form. It does not gain any special qualities of its new form. —The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form. —The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution. — Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses. —The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise. —Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Non-humanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice-versa.) Gear returns to normal size if dropped. A [i]true seeing[/i] spell or ability reveals the creature’s natural form. A creature using [i]ooze form[/i] reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use [i]ooze form[/i] to take the form of a creature with a template. • [i]Animal Companion:[/i] If the base creature is 4th level or higher and had an animal companion, it abandons the base creature. The base creature can gain a new companion, but it must be of the ooze type. Use the table below to determine what type of ooze can be attracted by the base creature. An ooze with the Split (Ex) ability, splits as normal and both oozes are now considered the slime keeper’s animal companion (note that this does not give the hp bonus from extra HD for being an animal companion again). An ooze, no matter how many times it splits, can no longer split if its hp are 10 or less. [b]Level Equivalent---Type of Ooze[/b] 4th or Hugher (Level -3)---Flaming puddle 7th or Higher (Level -6)--- Grey ooze 7th or Higher (Level -6)---Gelatinous cube 10th Level or Higher (Level -9)---Ochre jelly 13th Level or Higher (Level -12)---Black pudding Oozes split into multiple parts can be “pushed” (see Handle Animal in the Core Rules) to re-join into one creature, this process takes one minute once all parts are gathered next to each other. Re-join is a trick that can be taught in 2 weeks with a Handle Animal check DC 15. Ooze companions are limited in the tricks they can learn as follows: Attack (there is no need to teach this trick twice, for an ooze will attack any creature even undead and elementals), Come, Defend, Down, Guard, Heel, Re-join, Seek, or Stay. Non-intelligent oozes can only learn 1 trick plus any bonus tricks from the [i]animal companion[/i] ability. • [i]Natural Armor Bonus:[/i] The cursed creature gains a +1 bonus to its natural armor as its skin becomes dry and scaly, like a lizard's skin. • [i]Wild Empathy:[/i] If the base creature had the wild empathy class feature, this feature now only applies to creatures of the ooze type. The slime keeper can still use the ability to influence an animal with a penalty of -4 to the check or a magical beast with an Intelligence score of 1 or 2 with a penalty of -8 to the check. • [i]Wild Shape:[/i] If the base creature had the [i]wild shape[/i] class feature it changes into [i]ooze shape[/i]. [i]Ooze shape[/i] allows a druid to turn herself into any Small or Medium ooze and back again one or more times per day. Her options for new forms include all creatures with the ooze type. This ability functions like the [i]alternate form[/i] special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to ooze or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use [i]ooze shape[/i], you regain lost hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items engulfed in the assumed form fall off and land at the druid's feet unless fully digested (2 hours*). The form chosen must be that of an ooze creature the druid is familiar with. A druid loses her ability to speak while in ooze form. Number of uses per day is as for the [i]wild shape[/i] class feature. In addition, she gains the ability to take the shape of a Large ooze at 8th level, and a Huge ooze at 15th level. The new form’s Hit Dice can’t exceed the character’s druid level. The ability to change into Elemental forms or other creature types is unaffected by the curse. As Tiny and smaller oozes are rare or non-existent, the base creature retains the ability to assume animal forms of smaller than Small size. *Flaming puddles instead burn up their engulfed items so only stone and metal items remain. [b]Saves:[/b] As the base creature +2 to her Fortitude saves, and +1 to her Ref and Will saves (in addition to the increased Constitution and Dexterity bonus) [b]Abilities:[/b] The Slime Keeper’s ability scores are modified as shown: Strength +2, Dexterity +2, and Constitution +2. Although the Slime Keeper’s mental ability scores are not changed; the sanity-crushing strain of becoming a Slime Keeper has warped her mind, will, and soul; so that her personality and goals have changed. [b]Skills:[/b] The Slime Keeper gains 4 + Intelligence modifier skill points for each of its three reptilian levels. Reptilian racial skills are: Bluff, Hide, Listen, Move Silently, Search, Spot, and Use Magic Device. [b]Feats:[/b] The Slime Keeper gains one feat from its reptilian hit dice, which can be any feat for which the Slime Keeper has met the prerequisites. [b]Environment:[/b] Change to: Any Underground [b]Challenge Rating:[/b] Same as base creature +4. [b]Treasure:[/b] Usually the same as the base creature. [b]Alignment:[/b] Alignment changes to Chaotic. The good-evil axis is unchanged. [b]Advancement:[/b] As base creature, but with restrictions as above. [b]Level Adjustment:[/b] Same as base creature +2. [b]REMOVING THE CURSE:[/b] Any deity of higher rank should be able to remove it. Certain powerful creatures could possibly remove it also. Mortal magic usually fails unless it is somehow unique and unrepeatable. [/QUOTE]
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