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Some very different slime and it's associates...
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<blockquote data-quote="Krishnath" data-source="post: 103241" data-attributes="member: 56"><p><span style="color: royalblue">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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>Nightmare Slime</strong></span></p><p><span style="color: royalblue"><strong>Large Outsider (Shadow)</strong></span></p><p><span style="color: royalblue"><strong>HD:</strong> 10d8+40+15 (100 hp)</span></p><p><span style="color: royalblue"><strong>Initiative:</strong> +5 (+1 Dex, +4 Improved Initiative)</span></p><p><span style="color: royalblue"><strong>Speed:</strong> 20', Burrow 20', Climb 20', Swim 20'</span></p><p><span style="color: royalblue"><strong>AC:</strong> 10 (-1 size, +1 Dex); 24 (-1 size, +1 Dex, +14 cover) if buried in earth or sand.</span></p><p><span style="color: royalblue"><strong>Attacks:</strong> Slam +17/+12 melee</span></p><p><span style="color: royalblue">Damage: Slam 1d8+7</span></p><p><span style="color: royalblue"><strong>Face/Reach:</strong> 5' by 10' / 10'</span></p><p><span style="color: royalblue"><strong>Special Attacks:</strong> Spell-like abilities; animate carrionette; improved grab; fling;</span></p><p><span style="color: royalblue"><strong>Special Qualities:</strong> Blindsight; ooze qualities; acid and electricity immunity; cold resistance 20; damage reduction 20/+5; amorphous; SR 19;</span></p><p><span style="color: royalblue"><strong>Saves:</strong> Fort +11, Ref +10, Will +11,</span></p><p><span style="color: royalblue"><strong>Abilities:</strong> Str 25, Dex 13, Con 19, Int 13, Wis 19, Cha 19,</span></p><p><span style="color: royalblue"><strong>Skills:</strong> Climb +17, Concentration +14, Hide +7, Listen +14, Move Silently +11, Spot +14, Search +11, Sense Motive +14, Swim +17,</span></p><p><span style="color: royalblue"><strong>Feats:</strong> Improved Initiative, Lightning Reflexes, Power Attack,</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>Climate/Terrain:</strong> Any land, aquatic, and underground,</span></p><p><span style="color: royalblue"><strong>Organization:</strong> Solitary or pack (1 plus 2-4 carrionettes)</span></p><p><span style="color: royalblue"><strong>Challenge Rating:</strong> 13</span></p><p><span style="color: royalblue"><strong>Treasure:</strong> Standard</span></p><p><span style="color: royalblue"><strong>Alignment:</strong> Usually neutral.</span></p><p><span style="color: royalblue"><strong>Advancement:</strong> 11-15 HD (Large); 16-30 HD (Huge)</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Nightmare Slime, also known as black ooze, is an amorphous outsider. Looking much like an oversized jet-black amobae.</span></p><p><span style="color: royalblue">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. </span></p><p><span style="color: royalblue">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.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>COMBAT:</strong></span></p><p><span style="color: royalblue">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.</span></p><p><span style="color: royalblue"><strong>Spell-like Abilities:</strong> At will - <em>Corrosive Grasp</em>, <em>Dancing Lights</em>, <em>Detect Magic</em>, <em>Faerie Fire</em>, <em>Ghost Sound</em>, <em>Shield</em> and <em>Shocking Grasp</em>; 5/day - <em>Darkness</em>, <em>Entangle</em>, <em>Magic Missile</em>, <em>Soften Earth and Stone</em> and <em>True Strike</em>; 3/day - <em>Dispel Magic</em>, <em>Scintillating Sphere</em> and <em>Stinking Cloud</em>; 2/day - <em>Arcane Eye</em>, <em>Confusion</em>, <em>Hallucinatory Terrain</em> and <em>Shadow Well</em>; 1/day - <em>Dream</em>, <em>Mestil's Acid Sheath</em>, <em>Nightmare</em>, <em>Plant Growth</em> and <em>Quench</em>. These are as the spells cast by a 10th level sorcerer (DC = 14 + Spell level.)</span></p><p><span style="color: royalblue"><strong>Animate Carrionette (Sp)</strong>: 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.</span></p><p><span style="color: royalblue"><strong>Improved Grab (Ex)</strong>: 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.</span></p><p><span style="color: royalblue"><strong>Fling (Ex):</strong> 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.</span></p><p><span style="color: royalblue"><strong>Blindsight (Ex):</strong> Although lacking normal sensory organs, the nightmare slime can 'see' creatures within 120' by using a combination of tremorsense and an electrical sense.</span></p><p><span style="color: royalblue"><strong>Ooze Qualities (Ex):</strong> 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).</span></p><p><span style="color: royalblue"><strong>Amorphous (Ex):</strong> Nightmare slime takes only half damage from all weapons.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">That's one, now for number two: The carrionette!</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>Carrionette</strong></span></p><p><span style="color: royalblue"><strong>Medium-Size Undead</strong></span></p><p><span style="color: royalblue"><strong>Hit Dice:</strong> 2d12 (11 hp)</span></p><p><span style="color: royalblue"><strong>Initiative:</strong> +5 (+1 Dex, +4 Improved Initiative)</span></p><p><span style="color: royalblue"><strong>Speed:</strong> 20'</span></p><p><span style="color: royalblue"><strong>AC:</strong> 15 (+1 Dex, +4 natural)</span></p><p><span style="color: royalblue"><strong>Attacks:</strong> Scimitar +2 melee; or claw +2 melee</span></p><p><span style="color: royalblue"><strong>Damage:</strong> Scimitar 1d6+1/18-20, claw 1d4+1</span></p><p><span style="color: royalblue">Face/Reach: 5' by 5'/5'</span></p><p><span style="color: royalblue"><strong>Special Attacks:</strong> -</span></p><p><span style="color: royalblue"><strong>Special Qualities:</strong> Reassemble, DR 15/+2, immunities</span></p><p><span style="color: royalblue"><strong>Saves:</strong> Fort +0, Ref +1, Will +3</span></p><p><span style="color: royalblue"><strong>Abilities:</strong> Str 13, Dex 13, Con -, Int -, Wis 11, Cha 3</span></p><p><span style="color: royalblue"><strong>Skills:</strong> -</span></p><p><span style="color: royalblue"><strong>Feats:</strong> Improved Initiative</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>Climate/Terrain:</strong> Any land, aquatic, and underground,</span></p><p><span style="color: royalblue"><strong>Organization:</strong> pack (1 nightmare slime plus 2-4 carrionettes)</span></p><p><span style="color: royalblue"><strong>Challenge Rating:</strong> 1</span></p><p><span style="color: royalblue"><strong>Treasure:</strong> None</span></p><p><span style="color: royalblue"><strong>Alignment:</strong> Usually neutral.</span></p><p><span style="color: royalblue"><strong>Advancement:</strong> 3-4 HD (Medium-size); 5-6 HD (Large)</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">A carrionette is a type of undead animated by the will of a nightmare slime.</span></p><p><span style="color: royalblue">It resembles a miss-matched skeleton, composed of the remains of several dead creatures all hold together by a black slime-like substance.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>Combat:</strong></span></p><p><span style="color: royalblue">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.</span></p><p><span style="color: royalblue"><strong>Reasemble (Ex):</strong> A nightmare slime can re-animate a vanquished carrionette as a standard action.</span></p><p><span style="color: royalblue"><strong>Immunities:</strong> Carrionettes have cold immunity and cannot be turned, additionally they only take half damage from slashing and piercing weapons.</span></p><p><span style="color: royalblue"><strong>Undead:</strong> 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.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Now, I would like some comments <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></span></p></blockquote><p></p>
[QUOTE="Krishnath, post: 103241, member: 56"] [color=royalblue]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 [b]Nightmare Slime Large Outsider (Shadow) HD:[/b] 10d8+40+15 (100 hp) [b]Initiative:[/b] +5 (+1 Dex, +4 Improved Initiative) [b]Speed:[/b] 20', Burrow 20', Climb 20', Swim 20' [b]AC:[/b] 10 (-1 size, +1 Dex); 24 (-1 size, +1 Dex, +14 cover) if buried in earth or sand. [b]Attacks:[/b] Slam +17/+12 melee Damage: Slam 1d8+7 [b]Face/Reach:[/b] 5' by 10' / 10' [b]Special Attacks:[/b] Spell-like abilities; animate carrionette; improved grab; fling; [b]Special Qualities:[/b] Blindsight; ooze qualities; acid and electricity immunity; cold resistance 20; damage reduction 20/+5; amorphous; SR 19; [b]Saves:[/b] Fort +11, Ref +10, Will +11, [b]Abilities:[/b] Str 25, Dex 13, Con 19, Int 13, Wis 19, Cha 19, [b]Skills:[/b] Climb +17, Concentration +14, Hide +7, Listen +14, Move Silently +11, Spot +14, Search +11, Sense Motive +14, Swim +17, [b]Feats:[/b] Improved Initiative, Lightning Reflexes, Power Attack, [b]Climate/Terrain:[/b] Any land, aquatic, and underground, [b]Organization:[/b] Solitary or pack (1 plus 2-4 carrionettes) [b]Challenge Rating:[/b] 13 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually neutral. [b]Advancement:[/b] 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. [b]COMBAT:[/b] 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. [b]Spell-like Abilities:[/b] At will - [i]Corrosive Grasp[/i], [i]Dancing Lights[/i], [i]Detect Magic[/i], [i]Faerie Fire[/i], [i]Ghost Sound[/i], [i]Shield[/i] and [i]Shocking Grasp[/i]; 5/day - [i]Darkness[/i], [i]Entangle[/i], [i]Magic Missile[/i], [i]Soften Earth and Stone[/i] and [i]True Strike[/i]; 3/day - [i]Dispel Magic[/i], [i]Scintillating Sphere[/i] and [i]Stinking Cloud[/i]; 2/day - [i]Arcane Eye[/i], [i]Confusion[/i], [i]Hallucinatory Terrain[/i] and [i]Shadow Well[/i]; 1/day - [i]Dream[/i], [i]Mestil's Acid Sheath[/i], [i]Nightmare[/i], [i]Plant Growth[/i] and [i]Quench[/i]. These are as the spells cast by a 10th level sorcerer (DC = 14 + Spell level.) [b]Animate Carrionette (Sp)[/b]: 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. [b]Improved Grab (Ex)[/b]: 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. [b]Fling (Ex):[/b] 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. [b]Blindsight (Ex):[/b] Although lacking normal sensory organs, the nightmare slime can 'see' creatures within 120' by using a combination of tremorsense and an electrical sense. [b]Ooze Qualities (Ex):[/b] 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). [b]Amorphous (Ex):[/b] Nightmare slime takes only half damage from all weapons. That's one, now for number two: The carrionette! [b]Carrionette Medium-Size Undead Hit Dice:[/b] 2d12 (11 hp) [b]Initiative:[/b] +5 (+1 Dex, +4 Improved Initiative) [b]Speed:[/b] 20' [b]AC:[/b] 15 (+1 Dex, +4 natural) [b]Attacks:[/b] Scimitar +2 melee; or claw +2 melee [b]Damage:[/b] Scimitar 1d6+1/18-20, claw 1d4+1 Face/Reach: 5' by 5'/5' [b]Special Attacks:[/b] - [b]Special Qualities:[/b] Reassemble, DR 15/+2, immunities [b]Saves:[/b] Fort +0, Ref +1, Will +3 [b]Abilities:[/b] Str 13, Dex 13, Con -, Int -, Wis 11, Cha 3 [b]Skills:[/b] - [b]Feats:[/b] Improved Initiative [b]Climate/Terrain:[/b] Any land, aquatic, and underground, [b]Organization:[/b] pack (1 nightmare slime plus 2-4 carrionettes) [b]Challenge Rating:[/b] 1 [b]Treasure:[/b] None [b]Alignment:[/b] Usually neutral. [b]Advancement:[/b] 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. [b]Combat:[/b] 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. [b]Reasemble (Ex):[/b] A nightmare slime can re-animate a vanquished carrionette as a standard action. [b]Immunities:[/b] Carrionettes have cold immunity and cannot be turned, additionally they only take half damage from slashing and piercing weapons. [b]Undead:[/b] 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[/color] [/QUOTE]
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