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<blockquote data-quote="NPC Lord" data-source="post: 4124921" data-attributes="member: 45486"><p><strong>Behold, the slime!</strong></p><p></p><p>SLIME</p><p>________________________________________</p><p>Small Aberration (slime)</p><p>Hit Dice: 2d8 (9 hp)</p><p>Initiative: +3 (+3 Dex)</p><p>Speed: 20ft(4 squares)</p><p>AC: 14 (+3 Dex, +1 size)</p><p>Attacks: Slam -1 melee</p><p>Damage: Slam 1d6-3</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Firebolt</p><p>Special Qualities: aberration traits, slime traits, docile, darkvision</p><p>Saves: Fort +0, Ref +3, Will +6</p><p>Abilities: Str 5, Dex 16, Con 10, Int 10, Wis 12, Cha 14</p><p>Skills: +4 hide, +2 move silently, +2 listen, +2 diplomacy</p><p>Feats: Iron will</p><p>________________________________________</p><p>Climate/Terrain: any land</p><p>Challenge Rating: 1/4</p><p>Treasure: Standard</p><p>Alignment: Often chaotic good </p><p></p><p></p><p>Simes are small, strange creatures made of an unusual material. They are strangely docile,leading many to atrubute their existence to magic. Slimes are 1-2" tall, and weigh around 8lbs.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Darkvision: This creature can see in complete darkness, up to 60 ft.</p><p>Aberation traits</p><p>An aberration possesses the following traits (unless otherwise noted in a creature’s entry). </p><p>• Darkvision out to 60 feet. </p><p>• Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using. </p><p>• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor. </p><p>• Aberrations eat, sleep, and breathe</p><p></p><p>Slime traits</p><p>Slimes have the following traits</p><p>• Imume to critical hits</p><p>• +8 to escape artist checks, and immune to webs or nets.</p><p>• Can fit through spaces 1/8 its size</p><p></p><p>Docile (ex) – slimes are strangely friendly to most sapient creatures, and their disposition should be coulnted as sne step higher for diplomacy.</p><p>Firebolt (su)- slimes are able to produce a small bolt of magical flame, albeit at a limited amount. Count it as a ranged touch attack that deals 1d6 damage. It can use this power once every d4 rounds, but no more than 3 times a day.</p></blockquote><p></p>
[QUOTE="NPC Lord, post: 4124921, member: 45486"] [b]Behold, the slime![/b] SLIME ________________________________________ Small Aberration (slime) Hit Dice: 2d8 (9 hp) Initiative: +3 (+3 Dex) Speed: 20ft(4 squares) AC: 14 (+3 Dex, +1 size) Attacks: Slam -1 melee Damage: Slam 1d6-3 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Firebolt Special Qualities: aberration traits, slime traits, docile, darkvision Saves: Fort +0, Ref +3, Will +6 Abilities: Str 5, Dex 16, Con 10, Int 10, Wis 12, Cha 14 Skills: +4 hide, +2 move silently, +2 listen, +2 diplomacy Feats: Iron will ________________________________________ Climate/Terrain: any land Challenge Rating: 1/4 Treasure: Standard Alignment: Often chaotic good Simes are small, strange creatures made of an unusual material. They are strangely docile,leading many to atrubute their existence to magic. Slimes are 1-2" tall, and weigh around 8lbs. Darkvision: This creature can see in complete darkness, up to 60 ft. Aberation traits An aberration possesses the following traits (unless otherwise noted in a creature’s entry). • Darkvision out to 60 feet. • Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor. • Aberrations eat, sleep, and breathe Slime traits Slimes have the following traits • Imume to critical hits • +8 to escape artist checks, and immune to webs or nets. • Can fit through spaces 1/8 its size Docile (ex) – slimes are strangely friendly to most sapient creatures, and their disposition should be coulnted as sne step higher for diplomacy. Firebolt (su)- slimes are able to produce a small bolt of magical flame, albeit at a limited amount. Count it as a ranged touch attack that deals 1d6 damage. It can use this power once every d4 rounds, but no more than 3 times a day. [/QUOTE]
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