Devon
First Post
Thank you for the inspiration, Frog Slime. I was going to submit this to the Creature-by-Poll contest, but I had to write it up myself.
- Devon
Tree Slime
Medium-sized Aberration
Hit Dice: 5d8+15 (37 hp)
Initiative: +2 Dex
Speed: 20 ft., Climb 50 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: 2 tentacle slams +5 melee; or by weapon +4 melee
Damage: tentacle slam 1d4+2 + acid (1d4); or by weapon
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special attacks: improved grab, constrict, acid
Special Qualities: ooze qualities
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 12, Dex 16, Con 16, Int 6, Wis 14, Cha 10
Skills: Climb +16, Balance +15, Hide +8*, Listen +8, Spot +9
Feats: blindsight, weapon finesse (slam)
Climate/Terrain: any forest or jungle
Organization: solitary, gang (3-8), or clan (10-40)
Challenge Rating: 5
Treasure: none
Alignment: always neutral
Advancement: 6 - 10 HD (Medium-sized), 11 - 15 HD (Large)
Tree slimes are fast, ambulatory oozes which brachiate through jungles.
This ooze has developed rudimentary intelligence, and the ability to manipulate its amorphous body to walk around and climb as would a bipedal creature. Their extended pseudopods offer it unparallelled capacity for climbing. On occasion, they show an interest in tools or weapons, but these are mostly observed behaviors. It can change its coloration somewhat to match arboreal surroundings.
Tree slimes fulfill roughly the same ecological function as monkeys and apes, with inclinations towards humanoid culture. They hunt the smaller prey of the jungles, such as birds, rodents, and lizards, digesting them with the acids secreted by their bodies. They are more common in jungles, where the warmth and humidity seem to enhance its metabolism, but they have been found in temperate forests, with no measurable reduction in their ability to function.
Combat:
In combat, the tree slime prefers to attack from the treees or some other height, taking advantage of its extended reach. Very rarely, one can be seen using a weapon or tree branch in combat, but that is the exception rather than the rule.
Improved Grab (Ex): To use this ability, the tree slime must hit an opponent of up to Large size with a tentacle attack. If it gets a hold, it can constrict.
Constrict (Ex): A tree slime deals automatic slam (14+2) and acid damage (1d4) with a successful grapple check.
Acid (Ex): A tree slime secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage.
Blindsight (Ex): An ooze?s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. It does not have darkvision as other aberrations do.
Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Skills: Tree slimes use their Dexterity modifier for Climb checks and receive a +8 racial bonus to Climb and Balance checks. * Tree slimes receive a +2 racial bonus to Hide checks, which increases to +6 when in an arboreal setting.
- Devon
Tree Slime
Medium-sized Aberration
Hit Dice: 5d8+15 (37 hp)
Initiative: +2 Dex
Speed: 20 ft., Climb 50 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: 2 tentacle slams +5 melee; or by weapon +4 melee
Damage: tentacle slam 1d4+2 + acid (1d4); or by weapon
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special attacks: improved grab, constrict, acid
Special Qualities: ooze qualities
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 12, Dex 16, Con 16, Int 6, Wis 14, Cha 10
Skills: Climb +16, Balance +15, Hide +8*, Listen +8, Spot +9
Feats: blindsight, weapon finesse (slam)
Climate/Terrain: any forest or jungle
Organization: solitary, gang (3-8), or clan (10-40)
Challenge Rating: 5
Treasure: none
Alignment: always neutral
Advancement: 6 - 10 HD (Medium-sized), 11 - 15 HD (Large)
Tree slimes are fast, ambulatory oozes which brachiate through jungles.
This ooze has developed rudimentary intelligence, and the ability to manipulate its amorphous body to walk around and climb as would a bipedal creature. Their extended pseudopods offer it unparallelled capacity for climbing. On occasion, they show an interest in tools or weapons, but these are mostly observed behaviors. It can change its coloration somewhat to match arboreal surroundings.
Tree slimes fulfill roughly the same ecological function as monkeys and apes, with inclinations towards humanoid culture. They hunt the smaller prey of the jungles, such as birds, rodents, and lizards, digesting them with the acids secreted by their bodies. They are more common in jungles, where the warmth and humidity seem to enhance its metabolism, but they have been found in temperate forests, with no measurable reduction in their ability to function.
Combat:
In combat, the tree slime prefers to attack from the treees or some other height, taking advantage of its extended reach. Very rarely, one can be seen using a weapon or tree branch in combat, but that is the exception rather than the rule.
Improved Grab (Ex): To use this ability, the tree slime must hit an opponent of up to Large size with a tentacle attack. If it gets a hold, it can constrict.
Constrict (Ex): A tree slime deals automatic slam (14+2) and acid damage (1d4) with a successful grapple check.
Acid (Ex): A tree slime secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage.
Blindsight (Ex): An ooze?s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. It does not have darkvision as other aberrations do.
Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Skills: Tree slimes use their Dexterity modifier for Climb checks and receive a +8 racial bonus to Climb and Balance checks. * Tree slimes receive a +2 racial bonus to Hide checks, which increases to +6 when in an arboreal setting.