My namesake! The Frog Slime! A new ooze!

Frog Slime

First Post
Someone once commented that my name reminded them of an ooze. Well, it was only natural...

Frog Slime
Tiny Ooze
Hit Dice: 1/4d10+1 (3 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 15 (+2 size, +3 Dex)
Attacks: Slam +5 melee
Damage: Slam - (see below)
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Engulf, acid defense
Special Qualities: Blindsight, cold and acid immunity, jump, ooze
Saves: Fort +1, Ref +3, Will -5
Abilities: Str 6, Dex 16, Con 12, Int -, Wis 1, Cha 1
Skills: Jump +23
Feats: Weapon Finesse (slam)
Climate/Terrain: Any marsh and underground
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: -

The frog slime is a strange little ooze that is the complete opposite of its larger brethren: it's small, quick, and dexterous. It's name comes both from its habit of eating small marsh animals and for its ability to jump many times the length of its body.

The frog slime is roughly the same size as a human head, being dark green in color. When still on the ground, it settles into a natural lumpy shape; when moving, it takes a somewhat sluglike shape; when flying through the air, it takes an almost perfectly spherical shape until it lands.

Combat:
Frog slimes are loathe to attack anything larger than they; but they don't flee. When approached by something of that size, they begin to exude a natural acid that is effective at deterring even the hungriest of predators.

Engulf (Ex): Any creature whose size category is less than the frog slime hit by a its slam attack has to make a Reflex save (DC 11) or be engulfed. If engulfed, they take 1 point of acid damage each round until they die or escape, and are considered grappled and trapped within its body.

Acid Defense (Ex): The frog slime is capable of "sweating" a natural acid from itself that causes any creature touching it to take 1 point of acid damage each round. Every four rounds, the frog slime is capable of hurling a glob of this acid in a range of 20 feet, dealing 1d4 points of damage. Those hit may make Reflex saves (DC 13) for half damage.

Blindsight (Ex): An ooze's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Jump (Ex): Though lacking muscles, a frog slime can use itself to make a concentrated pushing maneuver that mimics the muscles in a jumping leg. Thus, their jumping distance (vertical or horizontal) is not limited by height (Jump, page 70 in the Players Handbook).

Ooze (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Skills: A frog slime receives a +20 racial bonus to Jump checks.










Again, feel free to point out any blindly obvious mistakes.
I'd really like your opinion on the "Jump" SQ. There's probably an easier way to do it.

Also... perhaps this could be a familiar?

Edit: I'm having to correct my own obvious mistakes, I
guess... Forgot the attack and AC bonus for size.

Edit: Changed the Jump skill per Devon's suggestion.
 
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Oh no you don't....my ooze is the best!

Plaze
Fine Ooze
Hit-dice: 1/8 d10 (1 Hp)
Initiative: 4(4+ dex)
Speed: 25 ft, swim 45
AC: 22 (+4 Dex, +8 size)
Attack: Slam +12
Damage: Slam 1-3
Reach: 1/2. /0 ft.
Special attacks:
Special qualities: Regeneration 1, Groove
Saves: Fort +0 Ref +12 Will -3
Abilities: Str 4(-3) Dex 19(4) Con 10(0) Int -- Wis 1 Cha 1
Skills: None
Feats: Weapon finesse (slam)

Climate or terrain: Any
Organization: Plague 60+
Challenge rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement:-

Small and green just about sums up a Plaze, deemed a creation of a long forgotten mage, have the tendency to multiply, and numbers amass as it kills no other oozes of its kind.

Combat:
Plaze swarm and over run, they attack anything they can find wood, creatures, metal if it sees another object it will attack it, the only thing they will not attack are other oozes.

Special abilities:

Regeneration (Ex): Electricity deals normal damage to a Plaze.

Groove (Ex): Whenever confronted with decent music (above DC 20), the Plaze immediately quivers with joy, stopping all aggressive action and just grooving until the music ceases (perform checks are required every round)

Acid trail (Ex): The Plaze excretes a natural acid from itself that causes any creature walking over it to take 1 point of acid damage each round on the acid in water the trail is 10ft wide instead of 5ft, this ability is only activated when aggravated and stops after 1d4 rounds of combat. It also deals 1d4 acid damage with its attacks; the Plaze is immune to its own acid.

Blindsight (Ex): Ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Ooze (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Replicate (Ex): As the Plaze is an asexual creature it’s only method of reproduction is as follows: After having grappled a creature of at least diminutive size for 2 rounds, it deals 1d4 damage, and creates another Plaze with bonus HP equal to the damage dealt.
 


No, your ooze is wonderful! It inspired the Tree Slime!

It would be amusing to rename the Jump ability to "Boing." I think the ability itself is pretty clear.

I also tend to phrase abilities like Engulf or Swallow Whole in terms of how many size categories relative to the creature (one size category small, 2 size categories smaller, etc.) to make it more clear that advanced, larger verisons of a creature can swallow/engulf/etc. larger things.

- Devon
 


It can't advance and get bigger? That's somehow sad... :(

I suppose you wouldn't want it getting big enough to devour you, its creator... ;)

- Devon
 

I'd really like your opinion on the "Jump" SQ. There's probably an easier way to do it.

Now that you mention it, I do recall a Leap ability listed somewhere which may say more clearly what you want to say:

Leap (Ex): This creature's jumping distance (vertical or horizontal) is not limited by its height (Jump, page 70 in the Player?s Handbook).

I think it first came out with the Thri-Kreen conversion, but I can't recall right now. I used it in one of my creature's (which is why I had it written).

So what you could do is cover its height requirements by giving it Leap, and then give it a racial bonus to Jump checks in a Skills section. You can explain the method by which it leaps in the description.

This might be able to make it all fit nice and neat with preceding material.

- Devon
 

Okay, changed it. Whew. Now, as a familiar. I'm thinking with the IF feat... fifth level? Give its master a +2 bonus to Reflex saves, and would lose its immunity to mind-influencing effects because it gets an Int score.

Oh, geez. I finally took a look at the Plaze. Ferret, you need to stop watching Flubber, man.
 
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Weird, but cool, ooze. If you want an alternate take on the Jump SQ, you could nix the racial bonus to jump and make the ooze operate under a coninuous Jump spell effect.
 
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