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Some very different slime and it's associates...

Krishnath

First Post
Well, it's that time again, where I post a creature (or in this case two) and would like some comments on them (they go together), despite the main creatures name, It is not an ooze, even if it does have several things in common with them. Well, enough chit-chat for now, here's the creatures, and don't forget to post your comments :D

Nightmare Slime
Large Outsider (Shadow)
HD:
10d8+40+15 (100 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20', Burrow 20', Climb 20', Swim 20'
AC: 10 (-1 size, +1 Dex); 24 (-1 size, +1 Dex, +14 cover) if buried in earth or sand.
Attacks: Slam +17/+12 melee
Damage: Slam 1d8+7
Face/Reach: 5' by 10' / 10'
Special Attacks: Spell-like abilities; animate carrionette; improved grab; fling;
Special Qualities: Blindsight; ooze qualities; acid and electricity immunity; cold resistance 20; damage reduction 20/+5; amorphous; SR 19;
Saves: Fort +11, Ref +10, Will +11,
Abilities: Str 25, Dex 13, Con 19, Int 13, Wis 19, Cha 19,
Skills: Climb +17, Concentration +14, Hide +7, Listen +14, Move Silently +11, Spot +14, Search +11, Sense Motive +14, Swim +17,
Feats: Improved Initiative, Lightning Reflexes, Power Attack,

Climate/Terrain: Any land, aquatic, and underground,
Organization: Solitary or pack (1 plus 2-4 carrionettes)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually neutral.
Advancement: 11-15 HD (Large); 16-30 HD (Huge)

Nightmare Slime, also known as black ooze, is an amorphous outsider. Looking much like an oversized jet-black amobae.
Nightmare Slime is originally thought to have evolved on the plane of shadow, where according to some planar travellers they're quite common, but recent research have showed that they might have originated in the Far Realms. But no one is really sure.
On the prime material the oozelike creature spends must of it's time burrowing through the soil looking for the scraps of decomposing organic material that it's diet consists of. It rarely hunts for living matter. Occasionally the creature makes it's home beneath a farm, whose occupants it goes to great lengths to protect. And many such farms never know who their mysterious benefactor is.

COMBAT:
Nightmare Slime usually starts combat hidden, and uses it's spell-like abilities to take out weak creatures such as skeletons and other 1 and 2 HD creatures. Whose remains it then animates as a carrionette with a pseudopod. When combat is finished it usually drags the dead creatures back into the ground and wait for them to decompose enough for it's liking.
Spell-like Abilities: At will - Corrosive Grasp, Dancing Lights, Detect Magic, Faerie Fire, Ghost Sound, Shield and Shocking Grasp; 5/day - Darkness, Entangle, Magic Missile, Soften Earth and Stone and True Strike; 3/day - Dispel Magic, Scintillating Sphere and Stinking Cloud; 2/day - Arcane Eye, Confusion, Hallucinatory Terrain and Shadow Well; 1/day - Dream, Mestil's Acid Sheath, Nightmare, Plant Growth and Quench. These are as the spells cast by a 10th level sorcerer (DC = 14 + Spell level.)
Animate Carrionette (Sp): A nightmare slime with access to the remains of two creatures of at least small size can animate them to form a carrionette as a standard action. To control the carrionette it must be in physical contact with it, usually through a pseudopod, if this link is severed by any means the carrionette simply falls apart.
Improved Grab (Ex): To use this ability the nightmare slime must hit a creature at least one size catagory smaller than itself with it's slam attack, by making a standard grapple check, if successful it can fling.
Fling (Ex): By using a standard action, the nightmare slime can throw a creature several feet in a chosen direction. The flung creature travels a number of feets equal to ten times the nightmare slimes strength modifier, or until it hits an object taking the nightmare slimes Str modifier x 1d6 points of damage.
Blindsight (Ex): Although lacking normal sensory organs, the nightmare slime can 'see' creatures within 120' by using a combination of tremorsense and an electrical sense.
Ooze Qualities (Ex): A nightmare slime although an outsider has severeal things in common with oozes, it gains the same number of bonus hp as an ooze of equal size. It is immune to poison, sleep, paralysis, stunning and Polymophing. It lacks a clear front or back and as such is immune to criticals and cannot be flanked. Also it is immune to all mind-influencing effects (Charms, compulsions, phantasms, patterns and morale effects).
Amorphous (Ex): Nightmare slime takes only half damage from all weapons.



That's one, now for number two: The carrionette!


Carrionette
Medium-Size Undead
Hit Dice:
2d12 (11 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20'
AC: 15 (+1 Dex, +4 natural)
Attacks: Scimitar +2 melee; or claw +2 melee
Damage: Scimitar 1d6+1/18-20, claw 1d4+1
Face/Reach: 5' by 5'/5'
Special Attacks: -
Special Qualities: Reassemble, DR 15/+2, immunities
Saves: Fort +0, Ref +1, Will +3
Abilities: Str 13, Dex 13, Con -, Int -, Wis 11, Cha 3
Skills: -
Feats: Improved Initiative

Climate/Terrain: Any land, aquatic, and underground,
Organization: pack (1 nightmare slime plus 2-4 carrionettes)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral.
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)

A carrionette is a type of undead animated by the will of a nightmare slime.
It resembles a miss-matched skeleton, composed of the remains of several dead creatures all hold together by a black slime-like substance.

Combat:
A carrionette is used by the nightmare slime as an effective way to fight multiple opponents at once. Each carrionette animated by a nightmare slime will attack a different foe, or be used to gang up on, and flank, a single opponent.
Reasemble (Ex): A nightmare slime can re-animate a vanquished carrionette as a standard action.
Immunities: Carrionettes have cold immunity and cannot be turned, additionally they only take half damage from slashing and piercing weapons.
Undead: Immune to mind influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.


Now, I would like some comments :D
 

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Ooey, Gooey, Rich and Chewy!

I really like this critter. It would be interesting if its carrionettes would be immune to standard (undead oriented) turning. Possibly being considered an ooze, or maybe a construct.
Sword and Sorceries Undead Construct Special Qualities come to mind. Ooze Construct, or Undead Ooze SQ maybe? Very neat critter.
 



Krishnath

First Post
Bloodstone: read the immunities paragraf under combat in the carrionette description, and you'll see that it is indeed quite immune to *ALL* forms of turning.

Boz: Yep, it is, and a neutral one to boot. :D

More comments, please.
 

Sojourn

First Post
I like nightmare slime, a large Outsider from the plane of shadow. Esp now, as this year is The Shadow Year, when Shadow Dragons & their minions are at their peak, and any game run on a New Moon brings an encounter with a shadow dragon on top of whatever is already scheduled for that night. I have no love for the Carrionette.
 

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