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Special Conversion Thread: Finishing off the oozes

Shade

Monster Junkie
Hold on, I've thought of another quibble. Rather than "When using imorphism, an imorph gains a +10 circumstance bonus on Disguise checks," I'd go for "When using imorphism to completely mimic an opponent, an imorph gains a +10 circumstance bonus on Disguise checks."

Don't think it should get the full Disguise bonus when it's only partially transformed, and having it increase round-by-round as it changes is (a) far too fiddly (b) its Disguise wouldn't be very effective while its still changing in front of the PCs' eyes.

Agreed. Good suggestion! I'll make the change.
 

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Shade

Monster Junkie
Goop Ghoul
CLIMATE/TERRAIN: Any underground
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Low (5-7)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1 (5%: 2 or more)
ARMOR CLASS: 7
MOVEMENT: 1 (12 on skeleton, 6 otherwise)
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Paralysis, dissolving
SPECIAL DEFENSES: Disguise, immune to electricity, resistant to cold
MAGIC RESISTANCE: Nil
SIZE: M (4' diameter)
MORALE: Steady (11-12)
XP VALUE: 975

A goop ghoul is an amoeba-like creature similar to a black pudding or gray ooze. It is a translucent blob capable of only limited movement itself. However, when a goop ghoul flows over a skeleton (a normal one, not the undead type), it can attach itself to the bones like muscles and ligaments, and thus use the skeleton as a means of transportation. In this way the goop ghoul gains a movement rate of 12. A goop ghoul is usually encountered mounted on a skeleton, thus being 80% likely to be mistaken for an undead skeleton or deteriorated zombie (the stretched-out goop ghoul being seen as rotted tissue).

Combat: A goop ghoul attached to a skeleton is able to use simple hand-held weapons but cannot employ shields or metallic armor. In addition, the touch of a goop ghoul causes paralysis for 4-16 rounds unless a successful save vs. paralysis is made, Once a victim is paralyzed, the goop ghoul flows over him in one round, and its acidic secretions eat away flesh at the rate of 1d8 hp per round. This damage occurs only when a victim is totally engulfed, as the acid is rather weak in small quantities. For this reason, the goop ghoul cannot employ its acid as an attack in melee. If a victim regains movement before being dissolved, he may throw off the goop ghoul and flee, being immune to goop-ghoul paralysis for one full day.

As the flesh is eaten away from the goop ghoul's victim, the creature increases in size from its feast. By the time the skeleton has been picked clean, the goop ghoul will have doubled its size and be ready to split into two normal-sized goop ghouls, a process that takes only one round. Whichever of the two is closest to the freshly stripped skeleton will generally claim it for movement purposes. It takes one round for a goop ghoul to attach itself to a skeleton in such a way as to be able to manipulate it.

A goop ghoul is immune to electrical attacks. Cold-based attacks do only half damage, but a goop ghoul is very susceptible to fire and great heat (taking double damage), and shuns them. A goop ghoul engaged in dissolving the flesh off a paralyzed victim can be removed by applying flame. Similarly, a heal or cure disease spell also makes a goop ghoul withdraw from a victim, though such spells cause no harm to the monster.

It must be emphasized that as a goop ghoul is not undead, it cannot be turned by priests. However, it is possible for a goop ghoul to latch onto an undead, animated skeleton. In this case, the goop ghoul has no control over the skeleton's movement and is more or less just along for the ride. It would be possible for a priest to turn the undead skeleton, but the goop ghoul would be free to "abandon skeleton" and seek out a new source of transportation (probably the priest). Also, a goop ghoul is not confined to human or even humanoid skeletons; any two- or four-legged skeleton can be used, subject to size constraints of about 3' to 9', beyond which the goop ghoul is either too bunched up for fluid movement or stretched too thin. In any case, the movement rate when using any sort of skeleton remains 12.

On rare occasions, a goop ghoul can attach itself to sturdy rodlike objects that allow movement of the sort it is used to. Thus, several large sticks might be used as a "skeleton" of sorts, good enough for half-normal movement. Weapons might thus be held together by the goop ghoul, so that a party might encounter a pile of swords stumping its way toward them. These attempts are rare, as a goop ghoul prefers the use of skeletons above all else.

Any being slain and dissolved by a goop ghoul cannot be raised from the dead without the use of a wish spell, though the skeleton is fit for use with an animate dead spell.

Habitat/Society: Goop ghouls are found exclusively underground; they dislike sunlight as it slowly dries out their skins. They are solitary creatures, having no real social systems. If more than one are encountered at a time, more than likely it is because a large goop ghoul has just divided into two (or more, depending on the size of the victim-an ogre can provide enough flesh for a goop ghoul to split into three).

Ecology: Goop ghouls have no concept of money and so keep no treasure. They cannot dissolve metal, and metallic armor is too heavy for them to move around in. For this reason, they prefer to attack victims who aren't wearing metallic armor. Many valuables are often left behind when a goop ghoul acquires a new skeleton, as all the goop ghoul is interested in is the skeleton itself and maybe a hand weapon.

Goop ghouls are rare enough to be of little consequence unless a large number of them are present. They are fairly predatory but can go for days without eating, and they are also satisfied with scavenging.

Originally appeared in Dragon Magazine #198 (1993).
 


Shade

Monster Junkie
So, should we add a mini-stat-block for the skeleton-mounted goop ghoul?

Probably (or just use undead skeleton stats with minor adjustments).

Let's figure out ability scores. We can probably borrow the gray ooze's physical scores (Str 12, Dex 1, Con 21). Int is Low (5-7). Wis and Cha are probably comparable or even in the 10-11 range.
 

Cleon

Legend
Hooray, a new ooze!

So, should we add a mini-stat-block for the skeleton-mounted goop ghoul?

I'd just add the extra info in a regular stat-block. Let's see, we can stick in a few of the basics.

Is it an Ooze or an Aberration? Regular Oozes lack both a goop ghoul's proficiency with weapons and intelligence, which argues for Aberration.. However, it is describes as "an amoeba-like creature similar to a black pudding or gray ooze" and this is the Finishing off the oozes thread, and enough of the poor things have switched to Aberrations already.

So how about this for starters:

Goop Ghoul
Medium Ooze?
Hit Dice: 2d10+8 (19 hp)
Initiative: 0?
Speed: 5 ft. (1 square) or 30 ft. (6 squares)[on skeleton] or 15 ft. (3 squares)[improvised armature]
Armor Class: 13 (+3 natural) touch 10, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Touch +1 melee touch (paralysis) or weapon +1 melee (weapon + paralysis?) - the description is a bit vague here, do the goop ghoul's weapon attacks cause paralysis or just its flesh? Its only offense listed is one weapon attack, which implies that it covers its weapon with paralyzing slime.
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, dissolving
Special Qualities: immunity to electricity, ooze traits [except for those it lacks, like Mindless - now can it be flanked when it's on a skeleton?], disguise (when on skeleton) or transparent (when not on skeleton), resistant to cold, vulnerable to fire
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 11, Dex 10, Con 18, Int 7, Wis 10, Cha 1
These stats are just placeholders, but I think they're in the right area
Skills: 5 ranks
Feats: 1 feat
Environment: Underground
Organization: Solitary
Challenge Rating: 1 - maybe 2 due to its Paralysis?
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium) The description suggests once it gets any bigger (4 HD) it will split into two 2-HD goop ghouls
Level Adjustment: -
 

Shade

Monster Junkie
Definitely ooze.

Precedents exist of intelligent oozes (slithering tracker, summoning ooze, assassin jelly to name a few).
 

freyar

Extradimensional Explorer
Have to agree: absolutely an ooze.
Cleon suggests Str 11, Dex 10, Con 18, Int 7, Wis 10, Cha 1 vs gray ooze Str 12, Dex 1, Con 21. Also, Shade notes that Cha is probably closer to average. How about the compromise Str 12, Dex 5, Con 18, Int 7, Wis 11, Cha 10?
 

Cleon

Legend
Have to agree: absolutely an ooze.
Cleon suggests Str 11, Dex 10, Con 18, Int 7, Wis 10, Cha 1 vs gray ooze Str 12, Dex 1, Con 21. Also, Shade notes that Cha is probably closer to average. How about the compromise Str 12, Dex 5, Con 18, Int 7, Wis 11, Cha 10?

I would rather boost the Con that the Str, since the original does not have a damage bonus for its weapon and I get the impression it isn't as big as a Gray Ooze. As it only uses simple melee weapons, Dex isn't that vital so I'm OK with downgrading it - we'd need to bump up its natural armour to keep the AC at 13 though. That would make it something like:

Str 11, Dex 5, Con 20, Int 7, Wis 11, Cha 1

Which would change its other stats as follows:

Hit Dice: 2d10+10 (21 hp)
Initiative: -2
Armor Class: 13 (+5 natural, -2 Dex) touch 8, flat-footed 13
Saves: Fort +5, Ref -2, Will +0
 

Shade

Monster Junkie
Let's bump Cha to 10, giving us...

Str 11, Dex 5, Con 20, Int 7, Wis 11, Cha 10

In this case, lets not adhere to strict translation of AC. Very few oozes have natural armor bonuses, and the ones name-dropped for comparison lack it, so let's not give it any.

I'll get a Homebrews going shortly.
 

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