Mark1733
Explorer
I have a couple new ideas for some oozes intended for lower level characters (2nd - 3rd). I would like some feedback and any additional ideas. I am trying for something that the party wouldn't expect from an ooze but not be so overpowering that they completely underestimate it to the point of TPK. They would certainly expect acid damage as many oozes use that way of breaking down matter and digesting. Here are some unique traits or special qualities I am thinking about. 1) "Ooze-bleck": Like modern compounds called ooblecks, this ooze is a shear-resistant fluid such that when you strike it with a weapon or other force attacks (including it magic missile?), it actually hardens and its Natural AC goes up 5 (or to a much higher prescribed AC, such as 20 or 25) or it gains damage reduction of some amount until the end of one full turn. In addition, sonic attacks slow it down rather than damage it. Add in a couple resistances, immunities (like acid or fire) for additional interesting challenge. Give it low damage or a vulnerability though to offset the combat challenges it presents. 2) Chartr-ooze: This otherwise clear ooze exhibits a faint bioluminescense of a greenish-yellow color. It is a carnivorous ooze, only able to digest animal matter. I hides at night, as it glows dim. During the day, it moves well among plants without hurting them, camouflaging as wetness on leaves, especially during the early morning when it can look like heavy dew. It attacks with several tendrils lashing out with reach at a single target. Again, low or no damage from the grabbing tendrils, with grapple and all the typical ooze fixin's to engulf opponents for dinner time. What do you think of these ideas? What other cool ooze tricks are out there? What susceptibilities would you think works well for either of these?