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<blockquote data-quote="ElectricDragon" data-source="post: 7449774" data-attributes="member: 10778"><p><strong>Example Slime Keepers</strong></p><p><strong><span style="font-size: 12px">1. MALE MINOTAUR SLIME KEEPER</span></strong></p><p><strong> Strangor</strong></p><p> <em>Large Monstrous Humanoid </em>(Reptilian)</p><p><strong>Hit Dice:</strong> 6d8+18 + 3d8+9 (67 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 16 (–1 size, +6 natural, +1 Dex), touch 10, flat-footed — (see text)</p><p><strong>Base Attack/Grapple:</strong> +8/+17</p><p><strong>Attack:</strong> Greataxe +12 melee (3d6+7/x3) or gore +12 melee (1d8+5)</p><p><strong>Full Attack:</strong> Greataxe +12/+7 melee (3d6+7/x3) and gore +7 melee (1d8+2)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Powerful charge 4d6+7</p><p><strong>Special Qualities:</strong> Acid resistance 9, darkvision 60 ft., natural cunning, scent</p><p><strong>Saves:</strong> Fort +9, Ref +7, Will +6</p><p><strong>Abilities:</strong> Str 21, Dex 12, Con 17, Int 7, Wis 10, Cha 8</p><p><strong>Skills:</strong> Intimidate +2, Listen +11, Search +4, Spot +11</p><p><strong>Feats:</strong> Alertness, Great Fortitude, Power Attack, Track</p><p><strong>Environment:</strong> Underearth</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 8</p><p><strong>Treasure:</strong> <u>Worn:</u> Large Backpack (actually a large leather sack with crude straps for his shoulders).</p><p><u>Carried:</u> potion of cure serious wounds (x2), dagger +1 (Small), bastard sword +2 (Medium), helm of comprehend languages and read magic (Medium)</p><p><strong>Alignment:</strong> CE </p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +4</p><p></p><p>This minotaur slime keeper stands more than 7 feet tall and weighs about 700 pounds. Strangor has scaly skin so his hide is little more than patches of fur here and there. Strangor is so focused on gaining magic items to help in his goal of defeating the Lead Dragon that he will often stop battle if magic items are offered as appeasement. That is his aim anyway, always to gain more magic items.</p><p>Strangor speaks Giant.</p><p><strong>COMBAT</strong></p><p>Strangor prefers melee combat, where his great strength serves him well.</p><p><strong>Powerful Charge (Ex):</strong> Strangor typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows him to make a single gore attack with a +12 attack bonus that deals 4d6+7 points of damage.</p><p><strong>Natural Cunning (Ex):</strong> Although Strangor is not especially intelligent, he possesses innate cunning and logical ability. This gives him immunity to maze spells, prevents him from ever becoming lost, and enables him to track enemies. Further, he is never caught flat-footed.</p><p><strong>Skills:</strong> Strangor has a +4 racial bonus on Search, Spot, and Listen checks.</p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong>2. FEMALE OGRE MAGE SLIME KEEPER</strong></span></p><p> <strong>Neblis</strong></p><p> <em>Large Giant</em> (Reptilian)</p><p><strong>Hit Dice:</strong> 5d8+20 + 3d8+ 12 (68 hp)</p><p><strong>Initiative:</strong> +5</p><p><strong>Speed:</strong> 40 ft. (8 squares), fly 40 ft. (good)</p><p><strong>Armor Class:</strong> 20 (size –1, natural +6, chain shirt +4, Dex +1), touch 10, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +5/+15</p><p><strong>Attack:</strong> Greatsword +10 melee (3d6+9/19–20) or longbow +5 ranged (2d6/x3)</p><p><strong>Full Attack:</strong> Greatsword +10 melee (3d6+9/19–20) or longbow +5 ranged (2d6/x3)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities</p><p><strong>Special Qualities:</strong> Acid resistance 8, darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19</p><p><strong>Saves:</strong> Fort +10, Ref +3, Will +4</p><p><strong>Abilities:</strong> Str 23, Dex 12, Con 19, Int 14, Wis 14, Cha 17</p><p><strong>Skills:</strong> Concentration +12, Hide +8, Listen +10, Move Silently +10, Spellcraft +10, Spot +10</p><p><strong>Feats:</strong> Combat Expertise, Improved Initiative, Stealthy</p><p><strong>Environment:</strong> Underearth</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 12</p><p><strong>Treasure:</strong> <u>Carried:</u> <em>Scroll of shatter</em>, <em>scroll of expeditious retreat</em>, <em>staff of swarming insects</em> (4 charges), <em>wand of fireball</em> (22 charges): All stored with her food in a large sack hanging from her belt. The staff sticks out the top of the sack a few inches.</p><p><strong>Alignment:</strong> CE</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +9</p><p></p><p>Neblis stands about 12 feet tall and weighs 745 pounds. Neblis' skin color is light blue and scaly like a lizard. Her hair is black. Neblis tends to wear clothing until it falls off and her lightweight armor has seen better days. It is rusted and even rent in places, but not enough to reduce its protective value yet.</p><p>Neblis speaks Giant and Common.</p><p><strong>COMBAT</strong></p><p>Neblis relies on her spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, she prefers to retreat using gaseous form rather than fight a losing battle. This is how Neblis survived her encounter with Arkonseptsis. Her companions were not as lucky.</p><p><strong>Change Shape (Su):</strong> Neblis can assume the form of any Small, Medium, or Large ooze.</p><p><strong>Spell-Like Abilities:</strong> At will—<em>darkness</em>, <em>invisibility</em>; 2/day— <em>charm person</em> (DC 14), <em>cone of cold</em> (DC 18), <em>gaseous form</em>, <em>sleep</em> (DC 14). Caster level 11th. The save DCs are Charisma-based.</p><p><strong>Flight (Su):</strong> Neblis can cease or resume flight as a free action. While using gaseous form she can fly at her normal speed and has perfect maneuverability.</p><p><strong>Regeneration (Ex):</strong> Fire and acid deal normal damage to Neblis. Acid, though, must first get through Neblis' resistance.</p><p>If Neblis loses a limb or body part, she can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Neblis cannot regrow lost body parts.</p><p></p><p></p><p></p><p><strong><span style="font-size: 12px">3. MALE HALF-ORC BARBARIAN 5 SLIME KEEPER</span></strong></p><p> <strong>Gnasher</strong></p><p> <em>Medium Humanoid</em> (Human, Orc, Reptilian)</p><p><strong>Hit Dice:</strong> 5d12+15 + 3d8+9 (70hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>Armor Class:</strong> 19 (+1 chain shirt +5, Dex +3, natural +1) touch 13, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +7/+12</p><p><strong>Attack:</strong> +1 greataxe +14 melee (1d12+8/x3) or javelin +10 ranged (1d6+5)</p><p><strong>Full Attack:</strong> +1 greataxe +14/+9 melee (1d12+8/x3) or javelin +10/+5 ranged (1d6+5)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Qualities:</strong> Acid resistance 8, darkvision 60 ft., improved uncanny dodge, rage 3/day, trap sense +1, uncanny dodge</p><p><strong>Saves:</strong> Fort +10, Ref +6, Will +4</p><p><strong>Abilities:</strong> Str 21, Dex 16, Con 16, Int 8, Wis 12, Cha 6</p><p><strong>Skills:</strong> Climb +13, Hide +8, Jump +17, Move Silently +7, Survival +9</p><p><strong>Feats:</strong> Cleave, Power Attack, Weapon Focus (greataxe)</p><p><strong>Environment:</strong> Underearth</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 9</p><p><strong>Treasure:</strong> <u>Worn:</u> <em>+1 chain shirt</em>, <em>cloak of resistance +1</em>, backpack</p><p><u>Carried:</u> Sack, 50 ft. of silk rope, <em>potion of cure moderate wounds</em> (x3), <em>potion of cat's grace (x2)</em>, waterskin, flint and steel, <em>+1 greataxe</em>, 4 javelins</p><p><strong>Alignment:</strong> CN</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +2</p><p></p><p>Gnasher prefers to keep his options open. Before the curse, he would charge into melee with abandon. He had no fear of anything. After Arkonseptsis though, he instead uses stealth and ambush more often; at least until he can assess his target's strengths and weaknesses. Now, he is wary of everything, not to the point that he would avoid battle, but he often scouts out his potential opponents first.</p><p><strong>Improved Uncanny Dodge (Ex):</strong> Gnasher cannot be flanked except by a rogue of at least 9th level.</p><p><strong>Rage (Ex):</strong> +4 to Str, +4 to Con, +2 on Will saves, –2 to AC for up to 8 rounds.</p><p><strong>Trap Sense (Ex):</strong> Gnasher has an intuitive sense that alerts him to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.</p><p><strong>Uncanny Dodge (Ex):</strong> Gnasher can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even when caught flat-footed.</p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong>4. FEMALE HUMAN DRUID 12 SLIME KEEPER</strong></span></p><p> <strong>Loreli</strong></p><p> <em>Medium Humanoid</em> (Human, Reptilian)</p><p><strong>Hit Dice:</strong> 12d8+24 + 3d8+6 (97 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 20 (Dex +2, natural +1, +2 leather +4, deflection +3) touch 15, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +9/+10</p><p><strong>Attack:</strong> +2 spear +12 melee (1d6+3) or +2 spear +13 ranged (1d6+3) or by spell</p><p><strong>Full Attack:</strong> +2 spear +12/+7 melee (1d6+3) or +2 spear +13 ranged (1d6+3) or by spell</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Qualities:</strong> Acid resistance 15, animal companion (ocher jelly, "Slimer"), nature sense, resist nature's lure, trackless step, venom immunity, wild empathy (oozes), wild shape 4/day (Tiny, Small, Medium, or Large plant, or Small, Medium, or Large ooze), woodland stride</p><p><strong>Saves:</strong> Fort +11, Ref +6, Will +12, +4 vs. spell-like abilities of fey, immune to poison</p><p><strong>Abilities:</strong> Str 12, Dex 14, Con 15, Int 8, Wis 18, Cha 14</p><p><strong>Skills:</strong> Concentration +11*, Handle Animal +8, Hide +9, Knowledge (Nature) +7, Listen +10, Move Silently+8, Spot +10, Survival +12, Swim +7</p><p><strong>Feats:</strong> Augment Summoning, Combat Casting, Natural Spell, Spell Focus (conjuration), Stealthy, Track</p><p><strong>Environment:</strong> Underearth or surface forests near underearth entrances</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 16</p><p><strong>Treasure:</strong> <u>Worn:</u> <em>ring of protection +3</em>, <em>leather armor +2</em>, belt and belt pouch</p><p><u>Carried:</u> <em>Scroll of raise dead</em>, <em>scroll of power word stun</em>;, <em>spear +2</em>, <em>potion of fly</em> (x2)</p><p><strong>Alignment:</strong> CN</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +2</p><p></p><p>Loreli likes to ambush her prey. Magic-using or magic item carrying creatures are her prey. With her wilderness skills and spells she is able to ambush her targets easily. From hiding, she sends her befriended (with <em>wild empathy</em>) slimes by pushing them, she summons as many slimes as she thinks necessary to assail her foes and sends them into battle (all these have +4 Str and +4 Con), then she changes form into slime herself and charges in with her ocher jelly companion, Slimer. She knows how long it takes Arkonseptsis to reach her so if someone hasn't fallen in 3 rounds, she will flee the encounter taking only Slimer with her. In any case, 6 rounds is the longest she will stay, grabing a handy magic item or saying a silent prayer to dedicate a fallen magic using creature to Arkonseptsis. She can come back and get the befriended slimes later if they and she survive.</p><p><strong>Nature Sense (Ex):</strong> Loreli gains a +2 bonus on Knowledge (nature) and Survival checks.</p><p><strong>Resist Nature’s Lure (Ex):</strong> Loreli gains a +4 bonus on saving throws against the spell-like abilities of fey</p><p><strong>Druid Spells/Day:</strong> 6/6/6/5/5/3/3/2 as a 14th level caster, save DC:14 + spell level. She prefers to summon as many oozes as she can in the area with her spontaneous casting, ignoring the actual spells she has memorized. She then will wild shape into an ooze of one of the types she summoned to blend in during the attack. After the battle, she resumes her normal shape, retrieves any magical valuables (using <em>detect magic</em>). And says a whispered blessing to Arkonseptsis to forbear ending her life for yet a little while more.</p><p><strong>Spontaneous Casting:</strong> Loreli can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any <em>summon nature’s ally</em> spell of the same level or lower. Use the Slime Summoned table below to determine results of any summoning attempted. Loreli leaves messages in her phosphorescent fungus to herself or some unnamed third party about esoteric and strange things, for example: "Birds do not nest in water, lizards shouldn't either" or "Should have left sooner, everything is slimed" or "Wait for the sunrise, then turn until at your back" and other such nonsense mostly in the common tongue, but sometimes in druidic.</p><p></p><p><strong>Slime Summoned</strong> <strong>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>Trackless Step (Ex):</strong> Loreli leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.</p><p><strong>Venom Immunity (Ex):</strong> Loreli is immune to all poisons.</p><p><strong>Wild Empathy (Ex):</strong> Loreli can improve the attitude of an ooze. This ability functions just like a Diplomacy check made to improve the attitude of a person. Loreli rolls 1d20 and adds her druid level (12) and her Charisma modifier (+2) to determine the wild empathy check result.</p><p>The typical ooze has a starting attitude of hostile. If Loreli is in ooze form though, the starting attitude is indifferent.</p><p>To use <em>wild empathy</em>, Loreli and the ooze must be able to study each other, which means that they must be within 30 feet of one another. Generally, influencing an ooze in this way takes 1 minute but, as with influencing people, it might take more or less time.</p><p>Loreli can also use this ability to influence an animal, but she takes a –4 penalty on the check. Further she can use this ability to influence a magical beast with an Intelligence score of 1 or 2 but she takes a -8 penalty on the check.</p><p>Loreli has 1 ocher jelly befriended by use of her <em>wild empathy</em> (in addition to Slimer) that she can push to attack a specific creature. She may have more at the game master's discretion.</p><p><strong>Wild Shape (Su):</strong> Loreli has the ability to turn herself into any Small, Medium, or Large ooze or a Tiny, Small, Medium or Large plant and back again four times per day. Her options for new forms include all creatures with the ooze or plant type. (Loreli can’t use this ability to take the form of a plant or ooze that isn’t a creature.) This ability functions like the alternate form special ability, except as noted here. The effect lasts for 12 hours, or until she changes back. Changing form (to ooze/plant or back) is a standard action and doesn’t provoke an attack of opportunity. Each time Loreli uses wild shape, she regains lost hit points as if she had rested for a night.</p><p> Any gear worn or carried by Loreli melds into the new form and becomes nonfunctional. When she 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 or worn in the assumed form fall off and land at the druid's feet (unless digested: 2 hours). The form chosen must be that of an ooze or plant Loreli is familiar with. (Loreli knows all plants and oozes from the Core Rules).</p><p> Loreli loses her ability to speak while in ooze or plant form because she is limited to the sounds that a normal, untrained ooze/plant can make. She is able to communicate normally with other oozes when in ooze form and other plants of the same type as her plant form.</p><p>The new form’s Hit Dice can’t exceed 12.</p><p><strong>Woodland Stride (Ex):</strong> Loreli may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.</p><p><strong>Skills:</strong> *Loreli gains +4 to Concentration checks when casting defensively.</p><p></p><p><strong>OCHRE JELLY, "Slimer" Ooze Companion</strong></p><p> <em>Large Ooze</em></p><p><strong>Hit Dice:</strong> 8d10+48 (84 hp)</p><p><strong>Initiative:</strong> –5</p><p><strong>Speed:</strong> 10 ft. (2 squares), climb 10 ft.</p><p><strong>Armor Class:</strong> 6 (–1 size, –5 Dex, natural +2), touch 4, flat-footed 6</p><p><strong>Base Attack/Grapple:</strong> +4/+10</p><p><strong>Attack:</strong> Slam +6 melee (2d4+4 plus 1d4 acid)</p><p><strong>Full Attack:</strong> Slam +6 melee (2d4+4 plus 1d4 acid)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Acid, constrict 2d4+4 plus 1d4 acid, improved grab</p><p><strong>Special Qualities:</strong> Blindsight 60 ft., split, ooze traits</p><p><strong>Saves:</strong> Fort +8, Ref –3, Will –3</p><p><strong>Abilities:</strong> Str 16, Dex 2, Con 22, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> Climb +11</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Temperate marshes</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><strong>COMBAT</strong></p><p>Slimer attempts to envelop and squeeze its prey. It lashes out with pseudopods or simply engulfs opponents with its body, which secretes acids that help it catch or digest its prey.</p><p>Slimer is about 15 feet in diameter and about 6 inches thick, but it can compress its body to fit into cracks as small as 1 inch wide. Slimer weighs about 6,000 pounds.</p><p><strong>Acid (Ex):</strong> Slimer secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals 1d4 acid damage.</p><p><strong>Blindsight (Ex):</strong> Slimer's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. </p><p><strong>Constrict (Ex):</strong> Slimer deals automatic slam and acid damage with a successful grapple check.</p><p><strong>Improved Grab (Ex):</strong> To use this ability, Slimer must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p><strong>Split (Ex):</strong> Slashing and piercing weapons and electricity attacks deal no damage to Slimer. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.</p><p><strong>Skills:</strong> Slimer has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.</p><p><strong>Tricks:</strong> Re-join</p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong>5. MALE GOBLIN CLERIC 9 SLIME KEEPER</strong></span></p><p> <strong>Lazlo</strong></p><p> <em>Small Humanoid</em> (Goblinoid, Reptilian)</p><p><strong>Hit Dice:</strong> 9d8+18 + 3d8+6 (78 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 22 (+1 size, +3 Dex, <em>+2 chain shirt</em> +6, shield +1, natural +1), touch 14, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +8/+5</p><p><strong>Attack:</strong> <em>+3 Battleaxe</em> +14 melee (1d6+4) or javelin +12 ranged (1d4)</p><p><strong>Full Attack:</strong> <em>+3 Battleaxe</em> +14/+9 melee (1d6+4) or javelin +12 ranged (1d4)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Rebuke slime 9/day, spells</p><p><strong>Special Qualities:</strong> Acid resistance 12, darkvision 60 ft., immune to filth fever and slimy doom</p><p><strong>Saves:</strong> Fort +?9 (SK +2), Ref +?6, Will +?8 (+4 vs. diseases, +9 to any one save 1/day)</p><p><strong>Abilities:</strong> Str 12, Dex 16, Con 17, Int 8, Wis 14, Cha 14</p><p><strong>Skills:</strong> Concentration +9, Hide +7, Knowledge (religion) +2, Listen +2, Move Silently +7, Ride +7, Spellcraft +2, Spot +2, Use Magic Device +11</p><p><strong>Feats:</strong> Extra Turning, Improved Initiative, Improved Turning, Martial Weapon proficiency (battleaxe), Weapon Focus (battleaxe) </p><p><strong>Environment:</strong> Under Earth</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 13</p><p><strong>Treasure:</strong> <u>Worn:</u> Small <em>chain shirt +2</em>, Small backpack</p><p><u>Carried:</u> Small <em>+3 battleaxe</em>, Small <em>javelin of lightning</em>, Small javelin (x2), flask of unholy water (x3), [Maglubiyet's] Unholy symbol (silver), <em>potion of speed</em>, <em>potion of jumping</em>, <em>scroll of cure moderate wounds</em> (x2)</p><p><strong>Alignment:</strong> CE</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +2</p><p></p><p>Lazlo stands 3 feet 2 inches tall and weighs 42 pounds. His eyes are dull, glazed, and red. His skin color is burnt orange. He wears drab, soiled-looking torn leather clothes. His chain shirt is oddly clean and visibly undamaged. He speaks Goblin. He is the last surviving member of his tribe, (Bloody Skull) all wiped out by Arkonseptsis and has vowed revenge and retribution against the <em>Lead Dragon</em>. His goal is to acquire powerful magic items so he can destroy the dragon. He sometimes builds a quick temporary altar to place weaker magic items he acquired from his exploits that he has no use for to burn in sacrifice to Arkonseptsis as appeasement until he can gain enough power to deal directly with the demigod.(weapons he breaks, armor he deconstructs or burns, etc.)</p><p><strong>COMBAT</strong></p><p>Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Lazlo still uses the same tactics, employing oozes rather than goblins for numbers. He likes to summon some oozes, send them and his commanded ones in to attack, while he puts up magical defenses. After a few rounds of defensive preparation, he uses the various <em>counterspells</em> from his domain to prevent enemy spellcasting and concentrates on attack spells as long as he can remain out of melee. He tries to end the battle quickly, and if things do not go according to the plan he will attempt to grab an easily reached item that might be magical and run away, hoping the oozes will cover his retreat, using the <em>potion of jumping</em> if necessary. He will vacate the area as quickly as possible even if the grab fails; knowing that Arkonseptsis is coming. Lazlo will flee the field if a battle turns against him.</p><p><strong>Aura:</strong> As a chaotic evil 9th level cleric.</p><p><strong>Cleric Spells:</strong> As an 11th level caster, save DC's 12 + spell level: 6/6+1/5+1/4+1/3+1/2+1/1+1 Domains are Antimagic and Pestilence. Former Deity: any goblin god of destruction [Maglubiyet], favored weapon: battleaxe. [If using Maglubiyet, as a deity of destruction, he enjoys the escapades of Lazlo and thus has reserved punishment for falling prey to the curse until he gets bored.] </p><p> Lazlo usually memorizes <em>greater counterspell</em> in his 6th level domain slot; he uses this when someone casts the first spell against him in an encounter to automatically counter it as an immediate action and still cast whatever spell he wants to on his own turn.</p><p><strong>Domain Powers:</strong> +4 divine bonus to saves versus diseases, immunity to <em>filth fever</em> and <em>slimy doom</em>, +9 divine bonus to any one save 1/day</p><p><strong>Rebuke Slime:</strong> As rebuke undead 8/day (As an 11th level cleric, check: 1d20+4, damage: 2d6+13 HD); Lazlo usually has 3 Medium (3HD) gray oozes that he has commanded that follow his orders.</p><p><strong>Spontaneous Casting:</strong> Lazlo can cast any <em>inflict</em> spell in place of a memorized spell.</p><p><strong>Skills:</strong> Lazlo has a +4 racial bonus on Move Silently and Ride checks.</p><p></p><p></p><p></p><p><strong><span style="font-size: 12px">6. STONE GIANT ELDER 6TH LEVEL SORCERER SLIME KEEPER</span></strong></p><p><strong>Kerrigoth</strong></p><p> <em>Large Giant</em> (Earth, Reptilian)</p><p><strong>Hit Dice:</strong> 14d8+56 + 6d4+24 + 3d8+12 (183 hp)</p><p><strong>Initiative:</strong> +7</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>Armor Class:</strong> 24 (–1 size, +3 Dex, +12 natural, deflection +2), touch 12, flat-footed 21</p><p><strong>Base Attack/Grapple:</strong> +15/+25</p><p><strong>Attack:</strong> Large <em>+1 greatclub</em> +24 melee (2d8+14) or slam +23 melee (1d4+9) or Small rock +17 ranged (2d8+13) or by spell +23 melee touch or +17 ranged touch (+18 rays)</p><p><strong>Full Attack:</strong> Large +1 greatclub +24/+19/+14 melee (2d8+13) or 2 slams +23 melee (1d4+9) or Small rock +17 ranged (2d8+13) or by spell +23 melee touch or +17 ranged touch (+18 rays)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Rock throwing, spell-like abilities, spells</p><p><strong>Special Qualities:</strong> Acid resistance 23, darkvision 60 ft., low-light vision, rock catching</p><p><strong>Saves:</strong> Fort +18, Ref +10, Will +11</p><p><strong>Abilities:</strong> Str 29, Dex 17, Con 21, Int 10, Wis 12, Cha 16</p><p><strong>Skills:</strong> Climb +16, Concentration +12, Hide +8*, Jump +20, Knowledge (arcana) +4, Listen +9, Spellcraft +4, Spot +14, Use Magic Device +9</p><p><strong>Feats:</strong> Alertness, Augment Summoning, Combat Casting, Eschew Materials, Improved Initiative, Skill Focus (Concentration), Spell Focus (conjuration), Weapon Focus (ray)</p><p><strong>Environment:</strong> Temperate mountains</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 19</p><p><strong>Treasure:</strong> <u>Carried:</u> Large <em>greatclub +1</em>, Medium <em>cloak of the bat</em>, incidental mundane items (mostly stone), a half-burnt haunch of meat (lizard maybe? still slightly edible), 7 Small rocks (40 lb. each), sack with 10 gems (spell components), <em>ring of protection +2, spell component pouch.</em></p><p><strong>Alignment:</strong> CN</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +8</p><p></p><p>Kerrigoth is one of the few survivors of the shattering of the underground stone giant enclave of Brobdingnag. He has lost his clan as well as his sanity. He believes that none but himself lived through the disaster. Kerrigoth adopted several slimes as his new clan, all ones that he summons on a regular basis now. He has named all of them, to replace his friends and family in some small way. While they are summoned, he talks to them (yells if in combat) much like he would talk to a scouting or raiding group of stone giants under his command.</p><p>Kerrigoth wears a leather robe dyed gray but it is torn, muddy, and bloody. He is still wearing the same clothes he had on when he met the <em>Null-Magic Elemental</em> last month. His skin is now covered in small scales, but still the same color. He stands about 13 feet tall and weighs about 1,600 pounds. Kerrigoth is over 600 years old. Kerrigoth speaks Giant and Common.</p><p><strong>COMBAT</strong></p><p>Kerrigoth prefers to start combat with his spells, resorting to rock throwing if opponents try to close, then finally to his club when they get near. He summons a few oozes and sends them in to attack his targets before he starts the battle. After Kerrigoth's first combat spell, his yelling to his "cohorts" begins. He can still stand motionless to blend in with the background but he mostly does this to give the slimes time to reach his opponents before he opens up with his spells. After combat, a <em>detect magic</em> allows him to quickly gather up all magic items and move on before Arkonseptsis arrives. If combat takes too long, he retreats using his summoned fungi to cover his withdrawal. If he is still around when the Lead Dragon arrives he will throw down his magic cloak to cover his retreat.</p><p><strong>Rock Throwing (Ex):</strong> The range increment is 180 feet for Kerrigoth’s thrown rocks. He uses both hands when throwing a rock. Such rocks are Small objects and weigh 40 to 50 pounds each.</p><p><strong>Rock Catching (Ex):</strong> Kerrigoth has a +4 racial bonus on his Reflex save when attempting to catch a thrown rock. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) Kerrigoth must be ready for and aware of the attack in order to make a rock catching attempt.</p><p><strong>Spell-Like Abilities:</strong> 2/ day he can use <em>stone shape</em>, <em>stone tell</em>, and either <em>transmute rock to mud</em> or <em>transmute mud to rock</em> (DC 18) as a 12th level sorcerer.</p><p><strong>Spells:</strong> Kerrigoth casts spells as an 8th level sorcerer. He has 6/7/7/6/3 spells per day. Save DC's are 13 + spell level.</p><p><strong>Spells Known:</strong> </p><p>0th: <em>acid splash</em>, <em>arcane mark</em>, <em>detect magic</em>, <em>disrupt undead</em>, <em>message</em>, <em>read magic</em>, <em>dancing lights</em>, <em>ghost sound</em>,</p><p>1st <em>alarm</em>, <em>endure elements</em>, <em>grease</em>, <em>ray of enfeeblement</em>, <em>summon monster I*</em> </p><p>2nd <em>mirror image</em>, <em>shatter</em>, <em>stone of intervention†</em></p><p>3rd <em>jellybrain†</em>, <em>suggestion</em></p><p>4th <em>summon monster IV**</em> </p><p>* always to write a line or two in Giant to his dead wife or friends using the glowing fungus</p><p>** 2 violet fungi named Hansel and Gretal or a green slime called Harry.</p><p>† New spell listed below.</p><p><strong>Skills:</strong> *Kerrigoth gains a +8 racial bonus on Hide checks in rocky terrain. He also gains a +2 synergy to Spellcraft checks to decipher spells on scrolls.</p><p></p><p></p><p><strong>Stone of Intervention†</strong></p><p><em>Abjuration</em> [Earth]</p><p><strong>Level:</strong> Sor/Wiz 2</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature touched</p><p><strong>Duration:</strong> 10 minutes/level or until discharged</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p> This spell causes an uncut gemstone to fly about the target creature's head and body, staying one to three feet away. This gemstone moves to intercept all melee attacks. It will prevent most blows; giving the warded creature damage reduction 10/magic against melee attacks. The warded creature ignores the first 10 hit points of damage each time it takes damage from a melee attack, though a weapon with just a +1 enhancement bonus or any magical attack bypasses the reduction. (This spell doesn’t grant the caster the ability to damage creatures with similar damage reduction.) The stone of intervention has no effect on spells, spell-like effects, supernatural abilities, or missile weapons. The stone can absorb 10 hit points/caster level (maximum 80 hp at 8th level) and once this damage is intercepted by the stone, it crumbles to dust and the spell is discharged. Any damage over 10 hit points per hit bleeds over onto the warded creature.</p><p><strong>Material Components:</strong> an uncut gemstone worth at least 25 gp.</p><p></p><p><strong>Kerigoth's Jellybrain†</strong></p><p><em>Enchantment</em> [Mind-Affecting]</p><p><strong>Level:</strong> Sor/Wiz 3</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Effect:</strong> Ray</p><p><strong>Duration:</strong> 1 round./level</p><p><strong>Saving Throw:</strong> No</p><p><strong>Spell Resistance:</strong> Yes</p><p> A wafting purple ray projects from your finger. You must succeed on a ranged touch attack with the ray to strike a target. A successful attack surrounds the target with a field of ugly, mauve smoke that saps their mental faculties. They suffer a 1d6 penalty to their Intelligence, Wisdom, and Charisma scores (roll separately for each); with the smoke clinging to them and following them as they move for the duration of the spell. This penalty can’t reduce any of these scores below 1.</p><p> This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level. It will certainly affect Will saves and skills and checks involving Intelligence, Wisdom, or Charisma.</p><p> Only living creatures can be affected by this ray. <em>Remove curse</em>, <em>break enchantment</em>, or a successful <em>dispel magic</em> will remove these penalties before the duration runs out. Penalties from multiple uses of this ray do not stack, they overlap.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7449774, member: 10778"] [b]Example Slime Keepers[/b] [b][size=3]1. MALE MINOTAUR SLIME KEEPER[/size][/b][size=3][/size] [b] Strangor[/b] [i]Large Monstrous Humanoid [/i](Reptilian) [b]Hit Dice:[/b] 6d8+18 + 3d8+9 (67 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 16 (–1 size, +6 natural, +1 Dex), touch 10, flat-footed — (see text) [b]Base Attack/Grapple:[/b] +8/+17 [b]Attack:[/b] Greataxe +12 melee (3d6+7/x3) or gore +12 melee (1d8+5) [b]Full Attack:[/b] Greataxe +12/+7 melee (3d6+7/x3) and gore +7 melee (1d8+2) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Powerful charge 4d6+7 [b]Special Qualities:[/b] Acid resistance 9, darkvision 60 ft., natural cunning, scent [b]Saves:[/b] Fort +9, Ref +7, Will +6 [b]Abilities:[/b] Str 21, Dex 12, Con 17, Int 7, Wis 10, Cha 8 [b]Skills:[/b] Intimidate +2, Listen +11, Search +4, Spot +11 [b]Feats:[/b] Alertness, Great Fortitude, Power Attack, Track [b]Environment:[/b] Underearth [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 8 [b]Treasure:[/b] [u]Worn:[/u] Large Backpack (actually a large leather sack with crude straps for his shoulders). [u]Carried:[/u] potion of cure serious wounds (x2), dagger +1 (Small), bastard sword +2 (Medium), helm of comprehend languages and read magic (Medium) [b]Alignment:[/b] CE [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +4 This minotaur slime keeper stands more than 7 feet tall and weighs about 700 pounds. Strangor has scaly skin so his hide is little more than patches of fur here and there. Strangor is so focused on gaining magic items to help in his goal of defeating the Lead Dragon that he will often stop battle if magic items are offered as appeasement. That is his aim anyway, always to gain more magic items. Strangor speaks Giant. [b]COMBAT[/b] Strangor prefers melee combat, where his great strength serves him well. [b]Powerful Charge (Ex):[/b] Strangor typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows him to make a single gore attack with a +12 attack bonus that deals 4d6+7 points of damage. [b]Natural Cunning (Ex):[/b] Although Strangor is not especially intelligent, he possesses innate cunning and logical ability. This gives him immunity to maze spells, prevents him from ever becoming lost, and enables him to track enemies. Further, he is never caught flat-footed. [b]Skills:[/b] Strangor has a +4 racial bonus on Search, Spot, and Listen checks. [size=3][b]2. FEMALE OGRE MAGE SLIME KEEPER[/b][/size] [b]Neblis[/b] [i]Large Giant[/i] (Reptilian) [b]Hit Dice:[/b] 5d8+20 + 3d8+ 12 (68 hp) [b]Initiative:[/b] +5 [b]Speed:[/b] 40 ft. (8 squares), fly 40 ft. (good) [b]Armor Class:[/b] 20 (size –1, natural +6, chain shirt +4, Dex +1), touch 10, flat-footed 19 [b]Base Attack/Grapple:[/b] +5/+15 [b]Attack:[/b] Greatsword +10 melee (3d6+9/19–20) or longbow +5 ranged (2d6/x3) [b]Full Attack:[/b] Greatsword +10 melee (3d6+9/19–20) or longbow +5 ranged (2d6/x3) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Spell-like abilities [b]Special Qualities:[/b] Acid resistance 8, darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19 [b]Saves:[/b] Fort +10, Ref +3, Will +4 [b]Abilities:[/b] Str 23, Dex 12, Con 19, Int 14, Wis 14, Cha 17 [b]Skills:[/b] Concentration +12, Hide +8, Listen +10, Move Silently +10, Spellcraft +10, Spot +10 [b]Feats:[/b] Combat Expertise, Improved Initiative, Stealthy [b]Environment:[/b] Underearth [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 12 [b]Treasure:[/b] [u]Carried:[/u] [i]Scroll of shatter[/i], [i]scroll of expeditious retreat[/i], [i]staff of swarming insects[/i] (4 charges), [i]wand of fireball[/i] (22 charges): All stored with her food in a large sack hanging from her belt. The staff sticks out the top of the sack a few inches. [b]Alignment:[/b] CE [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +9 Neblis stands about 12 feet tall and weighs 745 pounds. Neblis' skin color is light blue and scaly like a lizard. Her hair is black. Neblis tends to wear clothing until it falls off and her lightweight armor has seen better days. It is rusted and even rent in places, but not enough to reduce its protective value yet. Neblis speaks Giant and Common. [b]COMBAT[/b] Neblis relies on her spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, she prefers to retreat using gaseous form rather than fight a losing battle. This is how Neblis survived her encounter with Arkonseptsis. Her companions were not as lucky. [b]Change Shape (Su):[/b] Neblis can assume the form of any Small, Medium, or Large ooze. [b]Spell-Like Abilities:[/b] At will—[i]darkness[/i], [i]invisibility[/i]; 2/day— [i]charm person[/i] (DC 14), [i]cone of cold[/i] (DC 18), [i]gaseous form[/i], [i]sleep[/i] (DC 14). Caster level 11th. The save DCs are Charisma-based. [b]Flight (Su):[/b] Neblis can cease or resume flight as a free action. While using gaseous form she can fly at her normal speed and has perfect maneuverability. [b]Regeneration (Ex):[/b] Fire and acid deal normal damage to Neblis. Acid, though, must first get through Neblis' resistance. If Neblis loses a limb or body part, she can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Neblis cannot regrow lost body parts. [b][size=3]3. MALE HALF-ORC BARBARIAN 5 SLIME KEEPER[/size][/b][size=3][/size] [b]Gnasher[/b] [i]Medium Humanoid[/i] (Human, Orc, Reptilian) [b]Hit Dice:[/b] 5d12+15 + 3d8+9 (70hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 40 ft. (8 squares) [b]Armor Class:[/b] 19 (+1 chain shirt +5, Dex +3, natural +1) touch 13, flat-footed 19 [b]Base Attack/Grapple:[/b] +7/+12 [b]Attack:[/b] +1 greataxe +14 melee (1d12+8/x3) or javelin +10 ranged (1d6+5) [b]Full Attack:[/b] +1 greataxe +14/+9 melee (1d12+8/x3) or javelin +10/+5 ranged (1d6+5) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Qualities:[/b] Acid resistance 8, darkvision 60 ft., improved uncanny dodge, rage 3/day, trap sense +1, uncanny dodge [b]Saves:[/b] Fort +10, Ref +6, Will +4 [b]Abilities:[/b] Str 21, Dex 16, Con 16, Int 8, Wis 12, Cha 6 [b]Skills:[/b] Climb +13, Hide +8, Jump +17, Move Silently +7, Survival +9 [b]Feats:[/b] Cleave, Power Attack, Weapon Focus (greataxe) [b]Environment:[/b] Underearth [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 9 [b]Treasure:[/b] [u]Worn:[/u] [i]+1 chain shirt[/i], [i]cloak of resistance +1[/i], backpack [u]Carried:[/u] Sack, 50 ft. of silk rope, [i]potion of cure moderate wounds[/i] (x3), [i]potion of cat's grace (x2)[/i], waterskin, flint and steel, [i]+1 greataxe[/i], 4 javelins [b]Alignment:[/b] CN [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +2 Gnasher prefers to keep his options open. Before the curse, he would charge into melee with abandon. He had no fear of anything. After Arkonseptsis though, he instead uses stealth and ambush more often; at least until he can assess his target's strengths and weaknesses. Now, he is wary of everything, not to the point that he would avoid battle, but he often scouts out his potential opponents first. [b]Improved Uncanny Dodge (Ex):[/b] Gnasher cannot be flanked except by a rogue of at least 9th level. [b]Rage (Ex):[/b] +4 to Str, +4 to Con, +2 on Will saves, –2 to AC for up to 8 rounds. [b]Trap Sense (Ex):[/b] Gnasher has an intuitive sense that alerts him to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps. [b]Uncanny Dodge (Ex):[/b] Gnasher can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even when caught flat-footed. [size=3][b]4. FEMALE HUMAN DRUID 12 SLIME KEEPER[/b][/size] [b]Loreli[/b] [i]Medium Humanoid[/i] (Human, Reptilian) [b]Hit Dice:[/b] 12d8+24 + 3d8+6 (97 hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 20 (Dex +2, natural +1, +2 leather +4, deflection +3) touch 15, flat-footed 18 [b]Base Attack/Grapple:[/b] +9/+10 [b]Attack:[/b] +2 spear +12 melee (1d6+3) or +2 spear +13 ranged (1d6+3) or by spell [b]Full Attack:[/b] +2 spear +12/+7 melee (1d6+3) or +2 spear +13 ranged (1d6+3) or by spell [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Qualities:[/b] Acid resistance 15, animal companion (ocher jelly, "Slimer"), nature sense, resist nature's lure, trackless step, venom immunity, wild empathy (oozes), wild shape 4/day (Tiny, Small, Medium, or Large plant, or Small, Medium, or Large ooze), woodland stride [b]Saves:[/b] Fort +11, Ref +6, Will +12, +4 vs. spell-like abilities of fey, immune to poison [b]Abilities:[/b] Str 12, Dex 14, Con 15, Int 8, Wis 18, Cha 14 [b]Skills:[/b] Concentration +11*, Handle Animal +8, Hide +9, Knowledge (Nature) +7, Listen +10, Move Silently+8, Spot +10, Survival +12, Swim +7 [b]Feats:[/b] Augment Summoning, Combat Casting, Natural Spell, Spell Focus (conjuration), Stealthy, Track [b]Environment:[/b] Underearth or surface forests near underearth entrances [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 16 [b]Treasure:[/b] [u]Worn:[/u] [i]ring of protection +3[/i], [i]leather armor +2[/i], belt and belt pouch [u]Carried:[/u] [i]Scroll of raise dead[/i], [i]scroll of power word stun[/i];, [i]spear +2[/i], [i]potion of fly[/i] (x2) [b]Alignment:[/b] CN [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +2 Loreli likes to ambush her prey. Magic-using or magic item carrying creatures are her prey. With her wilderness skills and spells she is able to ambush her targets easily. From hiding, she sends her befriended (with [i]wild empathy[/i]) slimes by pushing them, she summons as many slimes as she thinks necessary to assail her foes and sends them into battle (all these have +4 Str and +4 Con), then she changes form into slime herself and charges in with her ocher jelly companion, Slimer. She knows how long it takes Arkonseptsis to reach her so if someone hasn't fallen in 3 rounds, she will flee the encounter taking only Slimer with her. In any case, 6 rounds is the longest she will stay, grabing a handy magic item or saying a silent prayer to dedicate a fallen magic using creature to Arkonseptsis. She can come back and get the befriended slimes later if they and she survive. [b]Nature Sense (Ex):[/b] Loreli gains a +2 bonus on Knowledge (nature) and Survival checks. [b]Resist Nature’s Lure (Ex):[/b] Loreli gains a +4 bonus on saving throws against the spell-like abilities of fey [b]Druid Spells/Day:[/b] 6/6/6/5/5/3/3/2 as a 14th level caster, save DC:14 + spell level. She prefers to summon as many oozes as she can in the area with her spontaneous casting, ignoring the actual spells she has memorized. She then will wild shape into an ooze of one of the types she summoned to blend in during the attack. After the battle, she resumes her normal shape, retrieves any magical valuables (using [i]detect magic[/i]). And says a whispered blessing to Arkonseptsis to forbear ending her life for yet a little while more. [b]Spontaneous Casting:[/b] Loreli can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any [i]summon nature’s ally[/i] spell of the same level or lower. Use the Slime Summoned table below to determine results of any summoning attempted. Loreli leaves messages in her phosphorescent fungus to herself or some unnamed third party about esoteric and strange things, for example: "Birds do not nest in water, lizards shouldn't either" or "Should have left sooner, everything is slimed" or "Wait for the sunrise, then turn until at your back" and other such nonsense mostly in the common tongue, but sometimes in druidic. [b]Slime Summoned[/b] [b]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]Trackless Step (Ex):[/b] Loreli leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. [b]Venom Immunity (Ex):[/b] Loreli is immune to all poisons. [B]Wild Empathy (Ex):[/b] Loreli can improve the attitude of an ooze. This ability functions just like a Diplomacy check made to improve the attitude of a person. Loreli rolls 1d20 and adds her druid level (12) and her Charisma modifier (+2) to determine the wild empathy check result. The typical ooze has a starting attitude of hostile. If Loreli is in ooze form though, the starting attitude is indifferent. To use [i]wild empathy[/i], Loreli and the ooze must be able to study each other, which means that they must be within 30 feet of one another. Generally, influencing an ooze in this way takes 1 minute but, as with influencing people, it might take more or less time. Loreli can also use this ability to influence an animal, but she takes a –4 penalty on the check. Further she can use this ability to influence a magical beast with an Intelligence score of 1 or 2 but she takes a -8 penalty on the check. Loreli has 1 ocher jelly befriended by use of her [i]wild empathy[/i] (in addition to Slimer) that she can push to attack a specific creature. She may have more at the game master's discretion. [b]Wild Shape (Su):[/b] Loreli has the ability to turn herself into any Small, Medium, or Large ooze or a Tiny, Small, Medium or Large plant and back again four times per day. Her options for new forms include all creatures with the ooze or plant type. (Loreli can’t use this ability to take the form of a plant or ooze that isn’t a creature.) This ability functions like the alternate form special ability, except as noted here. The effect lasts for 12 hours, or until she changes back. Changing form (to ooze/plant or back) is a standard action and doesn’t provoke an attack of opportunity. Each time Loreli uses wild shape, she regains lost hit points as if she had rested for a night. Any gear worn or carried by Loreli melds into the new form and becomes nonfunctional. When she 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 or worn in the assumed form fall off and land at the druid's feet (unless digested: 2 hours). The form chosen must be that of an ooze or plant Loreli is familiar with. (Loreli knows all plants and oozes from the Core Rules). Loreli loses her ability to speak while in ooze or plant form because she is limited to the sounds that a normal, untrained ooze/plant can make. She is able to communicate normally with other oozes when in ooze form and other plants of the same type as her plant form. The new form’s Hit Dice can’t exceed 12. [b]Woodland Stride (Ex):[/b] Loreli may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. [b]Skills:[/b] *Loreli gains +4 to Concentration checks when casting defensively. [b]OCHRE JELLY, "Slimer" Ooze Companion[/b] [i]Large Ooze[/i] [b]Hit Dice:[/b] 8d10+48 (84 hp) [b]Initiative:[/b] –5 [b]Speed:[/b] 10 ft. (2 squares), climb 10 ft. [b]Armor Class:[/b] 6 (–1 size, –5 Dex, natural +2), touch 4, flat-footed 6 [b]Base Attack/Grapple:[/b] +4/+10 [b]Attack:[/b] Slam +6 melee (2d4+4 plus 1d4 acid) [b]Full Attack:[/b] Slam +6 melee (2d4+4 plus 1d4 acid) [b]Space/Reach:[/b] 10 ft./5 ft. [b]Special Attacks:[/b] Acid, constrict 2d4+4 plus 1d4 acid, improved grab [b]Special Qualities:[/b] Blindsight 60 ft., split, ooze traits [b]Saves:[/b] Fort +8, Ref –3, Will –3 [b]Abilities:[/b] Str 16, Dex 2, Con 22, Int —, Wis 1, Cha 1 [b]Skills:[/b] Climb +11 [b]Feats:[/b] — [b]Environment:[/b] Temperate marshes [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 5 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Level Adjustment:[/b] — [b]COMBAT[/b] Slimer attempts to envelop and squeeze its prey. It lashes out with pseudopods or simply engulfs opponents with its body, which secretes acids that help it catch or digest its prey. Slimer is about 15 feet in diameter and about 6 inches thick, but it can compress its body to fit into cracks as small as 1 inch wide. Slimer weighs about 6,000 pounds. [b]Acid (Ex):[/b] Slimer secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals 1d4 acid damage. [b]Blindsight (Ex):[/b] Slimer's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. [b]Constrict (Ex):[/b] Slimer deals automatic slam and acid damage with a successful grapple check. [b]Improved Grab (Ex):[/b] To use this ability, Slimer must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [b]Split (Ex):[/b] Slashing and piercing weapons and electricity attacks deal no damage to Slimer. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points. [b]Skills:[/b] Slimer has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. [b]Tricks:[/b] Re-join [size=3][b]5. MALE GOBLIN CLERIC 9 SLIME KEEPER[/b][/size] [b]Lazlo[/b] [i]Small Humanoid[/i] (Goblinoid, Reptilian) [b]Hit Dice:[/b] 9d8+18 + 3d8+6 (78 hp) [b]Initiative:[/b] +6 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 22 (+1 size, +3 Dex, [i]+2 chain shirt[/i] +6, shield +1, natural +1), touch 14, flat-footed 19 [b]Base Attack/Grapple:[/b] +8/+5 [b]Attack:[/b] [i]+3 Battleaxe[/i] +14 melee (1d6+4) or javelin +12 ranged (1d4) [b]Full Attack:[/b] [i]+3 Battleaxe[/i] +14/+9 melee (1d6+4) or javelin +12 ranged (1d4) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Rebuke slime 9/day, spells [b]Special Qualities:[/b] Acid resistance 12, darkvision 60 ft., immune to filth fever and slimy doom [b]Saves:[/b] Fort +?9 (SK +2), Ref +?6, Will +?8 (+4 vs. diseases, +9 to any one save 1/day) [b]Abilities:[/b] Str 12, Dex 16, Con 17, Int 8, Wis 14, Cha 14 [b]Skills:[/b] Concentration +9, Hide +7, Knowledge (religion) +2, Listen +2, Move Silently +7, Ride +7, Spellcraft +2, Spot +2, Use Magic Device +11 [b]Feats:[/b] Extra Turning, Improved Initiative, Improved Turning, Martial Weapon proficiency (battleaxe), Weapon Focus (battleaxe) [b]Environment:[/b] Under Earth [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 13 [b]Treasure:[/b] [u]Worn:[/u] Small [i]chain shirt +2[/i], Small backpack [u]Carried:[/u] Small [i]+3 battleaxe[/i], Small [i]javelin of lightning[/i], Small javelin (x2), flask of unholy water (x3), [Maglubiyet's] Unholy symbol (silver), [i]potion of speed[/i], [i]potion of jumping[/i], [i]scroll of cure moderate wounds[/i] (x2) [b]Alignment:[/b] CE [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +2 Lazlo stands 3 feet 2 inches tall and weighs 42 pounds. His eyes are dull, glazed, and red. His skin color is burnt orange. He wears drab, soiled-looking torn leather clothes. His chain shirt is oddly clean and visibly undamaged. He speaks Goblin. He is the last surviving member of his tribe, (Bloody Skull) all wiped out by Arkonseptsis and has vowed revenge and retribution against the [i]Lead Dragon[/i]. His goal is to acquire powerful magic items so he can destroy the dragon. He sometimes builds a quick temporary altar to place weaker magic items he acquired from his exploits that he has no use for to burn in sacrifice to Arkonseptsis as appeasement until he can gain enough power to deal directly with the demigod.(weapons he breaks, armor he deconstructs or burns, etc.) [b]COMBAT[/b] Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Lazlo still uses the same tactics, employing oozes rather than goblins for numbers. He likes to summon some oozes, send them and his commanded ones in to attack, while he puts up magical defenses. After a few rounds of defensive preparation, he uses the various [i]counterspells[/i] from his domain to prevent enemy spellcasting and concentrates on attack spells as long as he can remain out of melee. He tries to end the battle quickly, and if things do not go according to the plan he will attempt to grab an easily reached item that might be magical and run away, hoping the oozes will cover his retreat, using the [i]potion of jumping[/i] if necessary. He will vacate the area as quickly as possible even if the grab fails; knowing that Arkonseptsis is coming. Lazlo will flee the field if a battle turns against him. [b]Aura:[/b] As a chaotic evil 9th level cleric. [b]Cleric Spells:[/b] As an 11th level caster, save DC's 12 + spell level: 6/6+1/5+1/4+1/3+1/2+1/1+1 Domains are Antimagic and Pestilence. Former Deity: any goblin god of destruction [Maglubiyet], favored weapon: battleaxe. [If using Maglubiyet, as a deity of destruction, he enjoys the escapades of Lazlo and thus has reserved punishment for falling prey to the curse until he gets bored.] Lazlo usually memorizes [i]greater counterspell[/i] in his 6th level domain slot; he uses this when someone casts the first spell against him in an encounter to automatically counter it as an immediate action and still cast whatever spell he wants to on his own turn. [b]Domain Powers:[/b] +4 divine bonus to saves versus diseases, immunity to [i]filth fever[/i] and [i]slimy doom[/i], +9 divine bonus to any one save 1/day [b]Rebuke Slime:[/b] As rebuke undead 8/day (As an 11th level cleric, check: 1d20+4, damage: 2d6+13 HD); Lazlo usually has 3 Medium (3HD) gray oozes that he has commanded that follow his orders. [b]Spontaneous Casting:[/b] Lazlo can cast any [i]inflict[/i] spell in place of a memorized spell. [b]Skills:[/b] Lazlo has a +4 racial bonus on Move Silently and Ride checks. [b][size=3]6. STONE GIANT ELDER 6TH LEVEL SORCERER SLIME KEEPER[/size][/b][size=3][/size] [b]Kerrigoth[/b] [i]Large Giant[/i] (Earth, Reptilian) [b]Hit Dice:[/b] 14d8+56 + 6d4+24 + 3d8+12 (183 hp) [b]Initiative:[/b] +7 [b]Speed:[/b] 40 ft. (8 squares) [b]Armor Class:[/b] 24 (–1 size, +3 Dex, +12 natural, deflection +2), touch 12, flat-footed 21 [b]Base Attack/Grapple:[/b] +15/+25 [b]Attack:[/b] Large [i]+1 greatclub[/i] +24 melee (2d8+14) or slam +23 melee (1d4+9) or Small rock +17 ranged (2d8+13) or by spell +23 melee touch or +17 ranged touch (+18 rays) [b]Full Attack:[/b] Large +1 greatclub +24/+19/+14 melee (2d8+13) or 2 slams +23 melee (1d4+9) or Small rock +17 ranged (2d8+13) or by spell +23 melee touch or +17 ranged touch (+18 rays) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Rock throwing, spell-like abilities, spells [b]Special Qualities:[/b] Acid resistance 23, darkvision 60 ft., low-light vision, rock catching [b]Saves:[/b] Fort +18, Ref +10, Will +11 [b]Abilities:[/b] Str 29, Dex 17, Con 21, Int 10, Wis 12, Cha 16 [b]Skills:[/b] Climb +16, Concentration +12, Hide +8*, Jump +20, Knowledge (arcana) +4, Listen +9, Spellcraft +4, Spot +14, Use Magic Device +9 [b]Feats:[/b] Alertness, Augment Summoning, Combat Casting, Eschew Materials, Improved Initiative, Skill Focus (Concentration), Spell Focus (conjuration), Weapon Focus (ray) [b]Environment:[/b] Temperate mountains [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 19 [b]Treasure:[/b] [u]Carried:[/u] Large [I]greatclub +1[/I], Medium [I]cloak of the bat[/I], incidental mundane items (mostly stone), a half-burnt haunch of meat (lizard maybe? still slightly edible), 7 Small rocks (40 lb. each), sack with 10 gems (spell components), [I]ring of protection +2, spell component pouch.[/I] [b]Alignment:[/b] CN [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +8 Kerrigoth is one of the few survivors of the shattering of the underground stone giant enclave of Brobdingnag. He has lost his clan as well as his sanity. He believes that none but himself lived through the disaster. Kerrigoth adopted several slimes as his new clan, all ones that he summons on a regular basis now. He has named all of them, to replace his friends and family in some small way. While they are summoned, he talks to them (yells if in combat) much like he would talk to a scouting or raiding group of stone giants under his command. Kerrigoth wears a leather robe dyed gray but it is torn, muddy, and bloody. He is still wearing the same clothes he had on when he met the [i]Null-Magic Elemental[/i] last month. His skin is now covered in small scales, but still the same color. He stands about 13 feet tall and weighs about 1,600 pounds. Kerrigoth is over 600 years old. Kerrigoth speaks Giant and Common. [b]COMBAT[/b] Kerrigoth prefers to start combat with his spells, resorting to rock throwing if opponents try to close, then finally to his club when they get near. He summons a few oozes and sends them in to attack his targets before he starts the battle. After Kerrigoth's first combat spell, his yelling to his "cohorts" begins. He can still stand motionless to blend in with the background but he mostly does this to give the slimes time to reach his opponents before he opens up with his spells. After combat, a [i]detect magic[/i] allows him to quickly gather up all magic items and move on before Arkonseptsis arrives. If combat takes too long, he retreats using his summoned fungi to cover his withdrawal. If he is still around when the Lead Dragon arrives he will throw down his magic cloak to cover his retreat. [b]Rock Throwing (Ex):[/b] The range increment is 180 feet for Kerrigoth’s thrown rocks. He uses both hands when throwing a rock. Such rocks are Small objects and weigh 40 to 50 pounds each. [b]Rock Catching (Ex):[/b] Kerrigoth has a +4 racial bonus on his Reflex save when attempting to catch a thrown rock. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) Kerrigoth must be ready for and aware of the attack in order to make a rock catching attempt. [b]Spell-Like Abilities:[/b] 2/ day he can use [i]stone shape[/i], [i]stone tell[/i], and either [i]transmute rock to mud[/i] or [i]transmute mud to rock[/i] (DC 18) as a 12th level sorcerer. [b]Spells:[/b] Kerrigoth casts spells as an 8th level sorcerer. He has 6/7/7/6/3 spells per day. Save DC's are 13 + spell level. [b]Spells Known:[/b] 0th: [i]acid splash[/i], [i]arcane mark[/i], [i]detect magic[/i], [i]disrupt undead[/i], [i]message[/i], [i]read magic[/i], [i]dancing lights[/i], [i]ghost sound[/i], 1st [i]alarm[/i], [i]endure elements[/i], [i]grease[/i], [i]ray of enfeeblement[/i], [i]summon monster I*[/i] 2nd [i]mirror image[/i], [i]shatter[/i], [i]stone of intervention†[/i] 3rd [i]jellybrain†[/i], [i]suggestion[/i] 4th [i]summon monster IV**[/i] * always to write a line or two in Giant to his dead wife or friends using the glowing fungus ** 2 violet fungi named Hansel and Gretal or a green slime called Harry. † New spell listed below. [b]Skills:[/b] *Kerrigoth gains a +8 racial bonus on Hide checks in rocky terrain. He also gains a +2 synergy to Spellcraft checks to decipher spells on scrolls. [b]Stone of Intervention†[/b] [i]Abjuration[/i] [Earth] [b]Level:[/b] Sor/Wiz 2 [b]Components:[/b] V, S, M [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Touch [b]Target:[/b] Creature touched [b]Duration:[/b] 10 minutes/level or until discharged [b]Saving Throw:[/b] Will negates (harmless) [b]Spell Resistance:[/b] Yes (harmless) This spell causes an uncut gemstone to fly about the target creature's head and body, staying one to three feet away. This gemstone moves to intercept all melee attacks. It will prevent most blows; giving the warded creature damage reduction 10/magic against melee attacks. The warded creature ignores the first 10 hit points of damage each time it takes damage from a melee attack, though a weapon with just a +1 enhancement bonus or any magical attack bypasses the reduction. (This spell doesn’t grant the caster the ability to damage creatures with similar damage reduction.) The stone of intervention has no effect on spells, spell-like effects, supernatural abilities, or missile weapons. The stone can absorb 10 hit points/caster level (maximum 80 hp at 8th level) and once this damage is intercepted by the stone, it crumbles to dust and the spell is discharged. Any damage over 10 hit points per hit bleeds over onto the warded creature. [b]Material Components:[/b] an uncut gemstone worth at least 25 gp. [b]Kerigoth's Jellybrain†[/b] [i]Enchantment[/i] [Mind-Affecting] [b]Level:[/b] Sor/Wiz 3 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Effect:[/b] Ray [b]Duration:[/b] 1 round./level [b]Saving Throw:[/b] No [b]Spell Resistance:[/b] Yes A wafting purple ray projects from your finger. You must succeed on a ranged touch attack with the ray to strike a target. A successful attack surrounds the target with a field of ugly, mauve smoke that saps their mental faculties. They suffer a 1d6 penalty to their Intelligence, Wisdom, and Charisma scores (roll separately for each); with the smoke clinging to them and following them as they move for the duration of the spell. This penalty can’t reduce any of these scores below 1. This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level. It will certainly affect Will saves and skills and checks involving Intelligence, Wisdom, or Charisma. Only living creatures can be affected by this ray. [i]Remove curse[/i], [i]break enchantment[/i], or a successful [i]dispel magic[/i] will remove these penalties before the duration runs out. Penalties from multiple uses of this ray do not stack, they overlap. [/QUOTE]
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