D&D 4E Green Slime for 4e?

In the 4E RPGA adventure "Return to the Moathouse" (good stuff) Mike Mearls himself created a green slime trap. It was pretty funny! Particularly when the slime lands on a ghoul, and then jumps back to a PC.

Green Slime Trap
Level 3 Obstacle
Trap XP 150

Trap:
The two squares at the bottom of the stairs have a tripwire
that drops a bundle of green slime on the triggering character.

Perception

DC 25: The character notices the tripwire.

Trigger +4 Initiative

The trap attacks when a creature enters one of the two squares
at the base of the stairs. Once it is triggered, it does not attack
again.

Attack
Opportunity Action Melee

Target: The triggering creature
Attack: +8 vs. Reflex
Hit: 1d8 acid damage and ongoing 5 acid damage and -2 AC (save
ends both).
Miss: Ongoing 5 acid damage and -2 AC (save ends both).
Special: A creature suffering ongoing acid damage from this trap is
covered in green slime. On a successful save, the creature removes
the slime but a randomly chosen creature adjacent to it is now
covered in the slime. If no creature is adjacent, the slime occupies a
square chosen by the creature.
If the slime is in a square, it repeats the attack above against a
random, adjacent creature on its turn. If no target is adjacent, it
does nothing.

Countermeasures


- A character who makes a successful Athletics check (DC 6 or
DC 11 without a running start) can jump over a single tripwired
square.

- An character adjacent to the tripwire squares can disable the
trap with a DC 20 Thievery check.

- An character adjacent to the tripwire squares can cause the trap
to attack a creature of his choice adjacent to the tripwire squares
with a DC 20 Thievery check.

- The slime is destroyed if a creature suffering its effects takes 20
or more points of fire damage, or if the square it occupies takes that
damage.
 

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I'm about to run an old module using 4e rules, and in finding analogs for the monsters and hazards within, the only one that I've yet to find in a 4e book is green slime. I'm simply going to use the rules for it from the 3.5 SRD, but I was curious as to whether it was, indeed, in a 4e book and I overlooked it. If I did, it's probably someplace really obvious.

The 3.5 Green Slime deals Con damage. And Con damage doesn't even exist as a concept in 4e. So you can't just take it directly, without having to import other rules that no longer exist (and making up new ones to apply Con damage to healing surges and the like and figuring out how you heal Con damage).

As others mentioned, making it a hazard or a disease (or a hazard that also gives a disease) is the best bet.
 

You could go old-school:

Green Slime Lurker 8
Medium natural Plant XP 350
Initiative +8 Senses Perception +4; tremorsense 10
HP 38; Bloodied 19
AC 22; Fortitude 21, Reflex 17, Will 17
Immune All except fire and cold
Speed 3

:bmelee: Drip (standard; at-will; see also Stuck On)
+13 vs. AC; 2d6+5 damage and ongoing acid 5 (save ends), and the green slime enters the target's square. First failed save: The target is weakened (??). Second failed save: The target's armour is destroyed. Third failed save: The target dies and another green slime appears in its square.
Stuck On
Once the green slime has entered a target's square using its Drip attack, it takes 1/2 damage from all attacks and the target takes the other half. The green slime cannot make any attacks while it is stuck on. edit: The green slime cannot be moved from the target's square until the target makes a saving throw or the green slime is killed.

Skills Stealth +14
Str 20 (+9) Dex 10 (+4) Wis 10 (+4)
Con 20 (+9) Int 1 (-1) Cha 1 (-1)


Doesn't really follow the spirit of 4E in the fact that it destroys armour. Too bad!
 

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