Kaptain_Kantrip
First Post
After being frustrated with the 3e take on green slime as a trap (and a fairly confusingly worded one), I would handle Green Slime thusly, after consulting the 3e DMG and MM, as well as the 1e MM:
GREEN SLIME
Small Ooze
HD: 2d10+2 (11 hp)
Initiative: -5 (Dex)
Speed: 0 ft. (stationary)
AC: 3 (+1 size, -5 Dex)
Attacks: Slam +3 melee
Damage: 1d6 Con damage (flesh), 2d6 damage (wood/metal)
Face/Reach: 5 ft. by 5 ft.
Special Qualities: Bacteriological vulnerability, blindsight, camouflage, easy to excise, emental
vulnerability, ooze, immunity
Special Attacks: Devour, Splash
Special Damage: Damage repeats each round until removed or target consumed/destroyed.
Saves: Fort +1, Reflex -4, Will -4
Abilities: Str -, Dex 1, Con 12, Int -, Wis 1, Cha 1
Climate/Terrain: Any underground
Organization: Solitary, Pair (2) or Patch (3-6)
CR: 4
Treasure: None
Alignment: Always Neutral
Advancement: 3-5 HD (medium), 6-8 HD (large)
Blindsight (Ex): Green slime can detect prey by vibration.
Devour (Ex): Anyone reduced to 0 Con or an object to 0 hardness by green slime is devoured and gone
forever.
Camouflage (Ex): Spot check (DC 15) to notice it as being possibly something more than harmless.
Bacteriological Vulnerability (Ex): Casting cure disease on it immediately kills a green slime.
Easy to Excise (Ex): If green slime is scraped off a subject in the first round of its attachment (requiring a
successful melee attack that removes it regardless of damage rolled), and provided that item used to scrape
the slime off is then safely discarded, green slime cannot inflict further damage on that subject unless
somehow reattached (which begins the damaging process all over again).
Elemental Vulnerability (Ex): Green slime takes normal damage from all spells with the fire and cold
descriptor, or from normal fire or cold damage.
Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing.
Immune to critical hits.
Splash (Ex): If the slime misses its intended target, roll for splash damage on the grenade-like weapon
table in the DMG, p. 68.
Weapon immunity (Ex): Green slime is immune to all weapons, regardless of magical enhancement or
material composition.
GREEN SLIME
Small Ooze
HD: 2d10+2 (11 hp)
Initiative: -5 (Dex)
Speed: 0 ft. (stationary)
AC: 3 (+1 size, -5 Dex)
Attacks: Slam +3 melee
Damage: 1d6 Con damage (flesh), 2d6 damage (wood/metal)
Face/Reach: 5 ft. by 5 ft.
Special Qualities: Bacteriological vulnerability, blindsight, camouflage, easy to excise, emental
vulnerability, ooze, immunity
Special Attacks: Devour, Splash
Special Damage: Damage repeats each round until removed or target consumed/destroyed.
Saves: Fort +1, Reflex -4, Will -4
Abilities: Str -, Dex 1, Con 12, Int -, Wis 1, Cha 1
Climate/Terrain: Any underground
Organization: Solitary, Pair (2) or Patch (3-6)
CR: 4
Treasure: None
Alignment: Always Neutral
Advancement: 3-5 HD (medium), 6-8 HD (large)
Blindsight (Ex): Green slime can detect prey by vibration.
Devour (Ex): Anyone reduced to 0 Con or an object to 0 hardness by green slime is devoured and gone
forever.
Camouflage (Ex): Spot check (DC 15) to notice it as being possibly something more than harmless.
Bacteriological Vulnerability (Ex): Casting cure disease on it immediately kills a green slime.
Easy to Excise (Ex): If green slime is scraped off a subject in the first round of its attachment (requiring a
successful melee attack that removes it regardless of damage rolled), and provided that item used to scrape
the slime off is then safely discarded, green slime cannot inflict further damage on that subject unless
somehow reattached (which begins the damaging process all over again).
Elemental Vulnerability (Ex): Green slime takes normal damage from all spells with the fire and cold
descriptor, or from normal fire or cold damage.
Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing.
Immune to critical hits.
Splash (Ex): If the slime misses its intended target, roll for splash damage on the grenade-like weapon
table in the DMG, p. 68.
Weapon immunity (Ex): Green slime is immune to all weapons, regardless of magical enhancement or
material composition.