Special Conversion Thread: Finishing off the oozes

What if we advance an aballin to 13HD? I'd like to see the comparison to the advanced cube.

As far as the drowning, etc, I'd go with imp grab and then an adapted version of the aballin's drown (minus the stuff that goes into imp grab). Since these are so similar to aballins, I think it's good to keep the mechanics similar also. We might also be able to something with the changing consistency bit.

I've got a copy of Monsters of Faerun, but it's buried somewhere in my collection and would be difficult to find, so would someone else care to do the comparison?

Both the Aballin and Living Pool monsters strongly remind me of a creature from John Norman's Nomads of Gor - there's a good description of it on this webpage under "Yellow Pool of Turia". Since the book was published in 1969, it's possible it actually inspired one or both of these monsters. I certainly remember thinking I could steal the idea after reading the book.
 

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I've got a copy of Monsters of Faerun, but it's buried somewhere in my collection and would be difficult to find, so would someone else care to do the comparison?

Both the Aballin and Living Pool monsters strongly remind me of a creature from John Norman's Nomads of Gor - there's a good description of it on this webpage under "Yellow Pool of Turia". Since the book was published in 1969, it's possible it actually inspired one or both of these monsters. I certainly remember thinking I could steal the idea after reading the book.
I may be able to do this tonight, but I'm not sure if I'll have time...
 

Here ya go...

Advanced Aballin
Huge Ooze
Hit Dice: 13d10+52 (123 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 8 (-2 size), touch 8, flat-footed 8
Base Attack/Grapple: +8/+25
Attack: Slam +15 melee (2d6+13 plus drown)
Full Attack: Slam +15 melee (2d6+13 plus drown)
Space/Reach: 15 ft./15 ft.
Special Attacks: Drown
Special Qualities: Blindsight 60 ft., damage reduction 10/magic and bludgeoning, immunity to cold, electricity, and fire, ooze traits, passive state, vulnerability to water-affecting spells
Saves: Fort +8, Ref +4, Will +3
Abilities: Str 29, Dex 11, Con 18, Int -, Wis 9, Cha 6
Skills: -
Feats: -
Environment: Warm and temperate land and underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
 

I think I like the advanced aballin ability scores a bit better as a starting point. Maybe adjust physical scores a couple of points toward the advanced gelatinous cube?
 

Here ya go...

Advanced Aballin
Huge Ooze
Hit Dice: 13d10+52 (123 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 8 (-2 size), touch 8, flat-footed 8
Base Attack/Grapple: +8/+25
Attack: Slam +15 melee (2d6+13 plus drown)
Full Attack: Slam +15 melee (2d6+13 plus drown)
Space/Reach: 15 ft./15 ft.
Special Attacks: Drown
Special Qualities: Blindsight 60 ft., damage reduction 10/magic and bludgeoning, immunity to cold, electricity, and fire, ooze traits, passive state, vulnerability to water-affecting spells
Saves: Fort +8, Ref +4, Will +3
Abilities: Str 29, Dex 11, Con 18, Int -, Wis 9, Cha 6
Skills: -
Feats: -
Environment: Warm and temperate land and underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

That's some difference. I was a bit surprised by the CR 6, but then I checked the Advanced Monster Challenge Rating Rules and realized a 13 HD Gelatinous Cube is only CR 5, since oozes get +1CR per +4HD. I'd thought it was +1 per +3HD for some reason.

The Living Pool's original write-up has no special defences like the Aballin, only "Disguise", which could translate as just blindsight, ooze traits and transparent for the Living Pool's Special Qualities, although that "vulnerability to water-affecting spells" Quality is tempting.

As for freyar's question about doing something with the Living Pool being able to change consistency, I found inspiration in the writeup of the tanglefoot bag's goo, and am thinking engulfed victims count as entangled when the living pool thickens its interior, but when the pool "firms up" its own movement speed halves as well.
 

I think I like the advanced aballin ability scores a bit better as a starting point. Maybe adjust physical scores a couple of points toward the advanced gelatinous cube?

How about averaging the ability scores of the two advanced monsters? That would make:

Str 24, Dex 6, Con 24, Int —, Wis 5, Cha 4
 


The physical scores are fine by me, but I'd like to push Wis a bit more toward average. Maybe Wis 7, Cha 3?

We could just give it the same Wis & Cha scores as the aballin, making it:

Str 24, Dex 6, Con 24, Int —, Wis 9, Cha 6

It doesn't make a great deal of difference either way.
 


Agreed. In fact, I'm inclined to simply follow the traditional ooze model for mental ability scores of Int —, Wis 1, Cha 1.

Well it's have been a lot easier if the original writeup gave it an intelligence score. Roughly half the AD&D oozes were non-intelligent, most of the rest were animal-intelligent. Since the Living Pool needs to find an appropriate spot, then settle down and disguise itself that suggests it has at least some awareness of its surroundings and ability to modify its behaviour appropriately. Although a counter-argument would be that most AD&D insects have a similar level of intelligence and have a non-intelligent rating, but then vermin in 2rd edition can have worthwhile Wis and Cha scores despite having no Int.

Overall, I'm leaning toward Int —, Wis 9, Cha 6, just as a matter of flavour.
 

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