Special Conversion Thread: Finishing off the oozes


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Cleon, nice catch on the Hit Dice line. I'm not sure where that came from. :blush:

Presumably it carried over with a copy-and-paste, it often happens.

Exactly. I'd prefer to not clutter the statblock with an array of possibilities.

Updated.

Does that mean a "sludge zombie" just uses a regular zombies stats, including attacks, with the addition of quell enchantment?

I'd rather the zombie had the sludge's reflective spell resistance too, since without it a sludge using Zombify is fairly easy to damage with an attack spell's overspill. Also, if the sludge can't use the sludge's Necromantic Touch through a zombie it makes it a lot harder for the creature to feed.

I'm not thinking of changing the main statblock, but adding a minor stat-block in Zombify that lists the changes applied to a corpse-riding sludge, similar to the sub-block that's sometimes used to give the stats for a Barbarian-class monster while Berserk.

It just seems the easiest and clearest solution to me.
 


The problem I see with the "mini-stat-block" is that it's not small changes to the sludge stat-block, it's really small changes to a zombie stat-block. However, I'm happy to add necro touch and reflective spell resistance to the zombie, too.

Edit: I see that Shade added a zombie human. That's fine! Typos in that stat-block: the slam damage should be "plus necromantic touch" not "necromantic sludge." There should also be an SQ line for Quell Enhancement (and possibly for reflective SR).
 
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Sorry for the delay, have been busy with work.

The latest update is fine by me, so it looks like the necromantic sludge is finished.

What do we have up next, Shade?
 

This one may not actually end up being an ooze, but it is the most horrific of the remaining ones earmarked as possible oozes.

Black Slime
CLIMATE/TERRAIN: Ocean surface
FREQUENCY: Rare
ORGANIZATION: Colony
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-4
ARMOR CLASS: 9
MOVEMENT: 0
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: S (1'-4')
MORALE: Average (10)
XP VALUE: 175

Also called oil slime, black slime is an aquatic version of the colony creature known to subterranean explorers as green slime. Looking much like a small oil slick, black slime floats on the top of the ocean, attacking creatures with which it comes into contact. It has no means of self-propulsion, moving about only at the whims of the winds and the waves.

Combat: Like both green and olive slime, black slime attacks all living matter that it touches, absorbing it into itself and creating more slime in the process. Any living creature, whether plant or animal, that brushes against the black slime colony finds slime adhering to itself. Within four rounds, that creature turns into slime. However, unlike both green and olive slime, black slime has a limited ability to change its basic shape-it can form strands that float below the surface of the ocean. These strands act like the tentacles of a jellyfish, allowing the slime to adhere to any fish that might pass beneath it.

Black slime attacks anything touching its upper surface as well. A swimmer bumping into a floating patch of black slime finds himself coated in the stuff, as does a sea bird landing in it.

If a victim can scrape the slime away quickly, he can save himself. Unfortunately, it's much more difficult to scrape black slime off of one's body while in the water than it is to scrape green slime off while on land, as scraped-off patches usually float right back into contact with the victim's skin, and a person in the water doesn't always an object with which he can scrape off the slime.

Black slime is a form of plant life and is subject to spells affecting plants, although even some of those are virtually useless. A hold plant spell, for instance, does not prevent black slime from moving, for the movement is a result of wave action, not any intention on the slime's part. Black slime is immune to cold-based attacks but burns readily upon contact with flame (another reason for the name "oil slime"). Cure disease spells instantly destroy a black slime colony, but the creature is immune to most other spells. and weapon attacks cause it no damage.

Habitat/Society: Black slime is a colony creature but has no intelligence of its own. Like other slimes, it has a limited awareness of the world around through its ability to sense vibrations, which allows it to target prey. As the colony absorbs other creatures, it grows in size, eventually splitting into two approximately equally-sized colonies, each with the creature's original Hit Dice. Several colonies are often found together, but this is merely the result of the tides. Every once in a while, several colonies drift together and form an extra-large patch of slime floating on the ocean, but these do not stay together long, nor do they merge into a single creature--once separated, black slime does not unite together again.

Ecology: Unlike green slime, which also eats through metals and wood, black slime dissolves only living matter. For this reason, many sailors and pirates actively harvest the stuff. The slime, when carefully poured into a glass vial, can be stoppered and stored for 4d4 days (until the isolated slime starves), then used as a weapon against enemy ships. The vials are catapulted onto enemy ships to break and splash all over the enemy crew, or can be sent hurling at the enemy with a flaming wick attached, creating an organic version of the Molotov cocktail.

Black slime vials are treated as flasks of oil when used in this fashion; consult Table 45: Grenade-like Missile Effects on page 63 of the DUNGEON MASTER Guide (see also "Incendiary Attacks" in Of Ships and the Sea, pages 41-43) for details.

Originally appeared in Dragon Magazine #250 (1998).
 


Think this might be a hazard, then?

That was my first thought as well, it's more a hazard than a monster in 3rd edition terms. A good start would be the SRD entry for green slime:
Green Slime (CR 4)
This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below

A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.

So how about:
Black Slime (CR 4)
Also called oil slime, this marine hazard is an aquatic variety of green slime. Black slime devours flesh on contact, but unlike green slime it can not dissolve non-living materials like metal or wood. Looking much like a small oil slick, black slime floats on the top of the ocean, attacking creatures with which it comes into contact, reproducing as it consumes organic matter. It has no means of self-propulsion, moving about only at the whims of the winds and the waves.

Black slime has a limited ability to change its basic shape - it can form strands that float below the surface of the ocean. These strands act like the tentacles of a jellyfish, allowing the slime to adhere to any fish that might pass beneath it. Black slime attacks anything touching its upper surface as well. A swimmer bumping into a floating patch of black slime finds himself coated in the stuff, as does a sea bird landing in it.

Black slime is a colony creature but has no intelligence of its own. Like other slimes, it has a limited awareness of the world around through its ability to sense vibrations, which allows it to target prey. As the colony absorbs other creatures, it grows in size, eventually splitting into two approximately equally-sized colonies. Several colonies are often found together, but this is merely the result of the tides. Every once in a while, colonies drift together and form an extra-large floating slick of slime, but these do not stay together long, nor do they merge into a single creature - once separated, black slime does not unite together again.

A black slime colony occupies a single 5-foot square and deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be burned, or cut away (dealing damage to the victim as well). Black slime is a form of plant life and is subject to spells affecting plants. It is immune to cold damage, but fire damage or a remove disease spell destroys a patch of black slime.

Black slime is sticky and highly flammable, doing damage equivalent to alchemist's fire when alight. Unscrupulous sailors and pirates may harvest the stuff to use as a weapon. The slime, when carefully poured into a glass vial, can be stoppered and stored for 4d4 days, until the isolated slime starves. The vials need to be a transparent material such as glass because black slime needs sunlight to live, dying after 24 hours in darkness. Thus, opaque pottery flasks are unsuitable containers for storing black slime alive. The vials are catapulted onto enemy ships to break and splash all over the enemy crew, or can be sent hurling at the enemy with a flaming wick attached, creating an organic version of the Molotov cocktail.

Most of that is just a merging of the green slime SRD and extracts from the Dragon write-up, but I've added an explanation as to why they require glass vials for storage in italics.
 
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