Thursday 30 May 2019

Monsters: Ooze

Monsters: Ooze

These ones were a pain to stat up. I've had to use at least 6 different books to properly represent the engulfing attack and the ooze senses. But I'm glad to be done with these. Oozes are always fun, but they can be very deadly in GURPS. I've decided to omit their splitting ability, because I cannot come up with a proper way to represent it, aside from Duplication with Uncontrollable Trigger.

Black Pudding [Monster Manual, page 201]

151 points
Attribute Modifiers: ST+24 (Size Modifier, -50%; No Manipulators, -40%) [482]; DX-2 [-40]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: SM+5; HP+70 (Size Modifier, -50%) [70]; Per+10 [50]; Basic Move-4 [-20].
Advantages: Amphibious [10]; Clinging [20]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Slippery 5 [10].
Acid: Corrosion Attack 1d-1 (Accessibility, Only on organic materials or metal, -10%; Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; Selective Effect, +20%) [10].
Engulf: Binding 24 (Always On, -20%; Aura, +80%; Constricting, Only on smaller targets, +55%; Engulfing, Only on smaller targets, +40%; Melee Attack, Reach C, -30%; One-Shot, -10%; Selective Effect, +20%; Suffocating, Only on smaller targets, +55%; Unbreakable, +40%) [159].
Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Disadvantages: Blindness [-50]; Hidebound [-5]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50].
Features: No Legs (Slithers).
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.

Knowing Your Own Strength [413]
Replace ST+24 (Size Modifier, -50%; No Manipulators, -40%) [48] with ST+24 [240]
Replace HP+70 (Size Modifier, -50%) [70] with HP+70 [140]

Typical Stats – Black Pudding
ST:
34
HP:
104
Speed:
5
DX:
8
Will:
0
Move:
1 land, 0.5 climbing, 1 water
IQ:
0
Per:
10


HT:
12
FP:
12
SM:
+5
Dodge:
8
Parry:
N/A
DR:
-
Engulf: If the black pudding starts its turn in close combat with prey or can move there on its turn, it tries to engulf its target; no attack roll is necessary and its quarry may defend only by dodging and retreating. In addition, if it is moving through an SM+2 or smaller creature, this counts as an automatic slam attempt (Pyramid #3-77, p. 6). Failure to dodge means being sucked inside and pinned if of lower SM than the black pudding, or partly stuck in the black pudding and grappled if of equal or greater SM. The victim can break free by winning a Quick Contest of ST (allowed only every 10 seconds if pinned; and on a 17 or 18, he becomes so entangled that he cannot escape on his own); the black pudding has +10 to ST if pinning or +5 if grappling. Engulfed victims cannot breathe. If they run out of breath before they break free, they start to suffocate (see Holding Your Breath, p. B351 and Suffocation, p. B436). The typical black pudding can pin/grapple one foe; later enemies are pushed along in front of it unless they win a Quick Contest of ST to prevent it from moving. The black pudding can actively constrict engulfed victims, attacking them each turn with a Constriction Attack (p. B43). This ability has effective ST 24.
Acid: The creature secretes a digestive acid that dissolves organic material and metal, but does not affect stone. Any organic or metal creature or object touching the black pudding takes 1d-1 corrosion damage per second. Engulfed creatures and objects take it as Large-Area Injury (p. B400).
Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 15). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (10). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it and attempt to engulf it.

                Traits: Amphibious; Blindness; Clinging; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators; Slippery 5.
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.

Typical Stats – Elder Black Pudding (269 points)
ST:
56 (KYOS: 38)
HP:
140
Speed:
5
DX:
8
Will:
0
Move:
1 land, 0.5 climbing, 1 water
IQ:
0
Per:
10


HT:
13
FP:
13
SM:
+6
Dodge:
8
Parry:
N/A
DR:
-
Engulf: If the black pudding starts its turn in close combat with prey or can move there on its turn, it tries to engulf its target; no attack roll is necessary and its quarry may defend only by dodging and retreating. In addition, if it is moving through an SM+3 or smaller creature, this counts as an automatic slam attempt (Pyramid #3-77, p. 6). Failure to dodge means being sucked inside and pinned if of lower SM than the black pudding, or partly stuck in the black pudding and grappled if of equal or greater SM. The victim can break free by winning a Quick Contest of ST (allowed only every 10 seconds if pinned; and on a 17 or 18, he becomes so entangled that he cannot escape on his own); the black pudding has +10 to ST if pinning or +5 if grappling. Engulfed victims cannot breathe. If they run out of breath before they break free, they start to suffocate (see Holding Your Breath, p. B351 and Suffocation, p. B436). The typical black pudding can pin/grapple one foe; later enemies are pushed along in front of it unless they win a Quick Contest of ST to prevent it from moving. The black pudding can actively constrict engulfed victims, attacking them each turn with a Constriction Attack (p. B43). This ability has effective ST 34.
Acid: The creature secretes a digestive acid that dissolves organic material and metal, but does not affect stone. Any organic or metal creature or object touching the black pudding takes 1d-1 corrosion damage per second. Engulfed creatures and objects take it as Large-Area Injury (p. B400).
Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 15). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (10). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it and attempt to engulf it.

                Traits: Amphibious; Blindness; Clinging; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators; Slippery 5.
Notes: Size 30 hexes; Weight 36,000 lbs.
Creature Type: Ooze.

  
Brown Pudding [The Lost Caverns of Tsojcanth]

154 points
Attribute Modifiers: ST+24 (Size Modifier, -50%; No Manipulators, -40%) [48]; DX-2 [-40]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: SM+5; HP+70 (Size Modifier, -50%) [70]; Per+10 [50]; Basic Move-4 [-20].
Advantages: Amphibious [10]; Clinging [20]; DR 1 (Tough Skin, -40%) [3]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Slippery 5 [10].
Acid: Corrosion Attack 1d-1 (Accessibility, Only on organic materials, -20%; Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; Selective Effect, +20%) [10].
Engulf: Binding 24 (Always On, -20%; Aura, +80%; Constricting, Only on smaller targets, +55%; Engulfing, Only on smaller targets, +40%; Melee Attack, Reach C, -30%; One-Shot, -10%; Selective Effect, +20%; Suffocating, Only on smaller targets, +55%; Unbreakable, +40%) [159].
Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Disadvantages: Blindness [-50]; Hidebound [-5]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50].
Features: No Legs (Slithers).
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.

Knowing Your Own Strength [416]
Replace ST+24 (Size Modifier, -50%; No Manipulators, -40%) [48] with ST+24 [240]
Replace HP+70 (Size Modifier, -50%) [70] with HP+70 [140]

Typical Stats
ST:
34
HP:
104
Speed:
5
DX:
8
Will:
0
Move:
1 land, 0.5 climbing, 1 water
IQ:
0
Per:
10


HT:
12
FP:
12
SM:
+5
Dodge:
8
Parry:
N/A
DR:
1* (tough skin)
Engulf: If the brown pudding starts its turn in close combat with prey or can move there on its turn, it tries to engulf its target; no attack roll is necessary and its quarry may defend only by dodging and retreating. In addition, if it is moving through an SM+2 or smaller creature, this counts as an automatic slam attempt (Pyramid #3-77, p. 6). Failure to dodge means being sucked inside and pinned if of lower SM than the brown pudding, or partly stuck in the brown pudding and grappled if of equal or greater SM. The victim can break free by winning a Quick Contest of ST (allowed only every 10 seconds if pinned; and on a 17 or 18, he becomes so entangled that he cannot escape on his own); the brown pudding has +10 to ST if pinning or +5 if grappling. Engulfed victims cannot breathe. If they run out of breath before they break free, they start to suffocate (see Holding Your Breath, p. B351 and Suffocation, p. B436). The typical brown pudding can pin/grapple one foe; later enemies are pushed along in front of it unless they win a Quick Contest of ST to prevent it from moving. The brown pudding can actively constrict engulfed victims, attacking them each turn with a Constriction Attack (p. B43). This ability has effective ST 24.
Acid: The creature secretes a digestive acid that dissolves organic materials, but does not affect stone and metal. Any organic creature or object touching the brown pudding takes 1d-1 corrosion damage per second. Engulfed creatures and objects take it as Large-Area Injury (p. B400).
Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 15). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (10). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it and attempt to engulf it.

                Traits: Amphibious; Blindness; Clinging; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators; Slippery 5.
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.

Dun Pudding [The Lost Caverns of Tsojcanth]

153 points
Attribute Modifiers: ST+24 (Size Modifier, -50%; No Manipulators, -40%) [48]; DX-2 [-40]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: SM+5; HP+70 (Size Modifier, -50%) [70]; Per+10 [50]; Basic Move-4 [-20].
Advantages: Amphibious [10]; Clinging [20]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Reduced Consumption 4 (Water Only, -50%) [4]; Slippery 5 [10]; Temperature Tolerance 3 (Hot) [3].
Acid [14]: Corrosion Attack 1d-1 (Accessibility, Only on metal, -20%; Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; Selective Effect, +20%) [10] + Corrosion Attack 1 (Accessibility, Only on stone, -20%; Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; Selective Effect, +20%) [4].
Engulf: Binding 24 (Always On, -20%; Aura, +80%; Constricting, Only on smaller targets, +55%; Engulfing, Only on smaller targets, +40%; Melee Attack, Reach C, -30%; One-Shot, -10%; Selective Effect, +20%; Suffocating, Only on smaller targets, +55%; Unbreakable, +40%) [159].
Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Disadvantages: Blindness [-50]; Hidebound [-5]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Restricted Diet (Silicates) [-10].
Perk: Limited Camouflage (Sand) [1].
Features: No Legs (Slithers).
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.

Knowing Your Own Strength [415]
Replace ST+24 (Size Modifier, -50%; No Manipulators, -40%) [48] with ST+24 [240]
Replace HP+70 (Size Modifier, -50%) [70] with HP+70 [140]

Typical Stats
ST:
34
HP:
104
Speed:
5
DX:
8
Will:
0
Move:
1 land, 0.5 climbing, 1 water
IQ:
0
Per:
10


HT:
12
FP:
12
SM:
+5
Dodge:
8
Parry:
N/A
DR:
-
Engulf: If the dun pudding starts its turn in close combat with prey or can move there on its turn, it tries to engulf its target; no attack roll is necessary and its quarry may defend only by dodging and retreating. In addition, if it is moving through an SM+2 or smaller creature, this counts as an automatic slam attempt (Pyramid #3-77, p. 6). Failure to dodge means being sucked inside and pinned if of lower SM than the dun pudding, or partly stuck in the dun pudding and grappled if of equal or greater SM. The victim can break free by winning a Quick Contest of ST (allowed only every 10 seconds if pinned; and on a 17 or 18, he becomes so entangled that he cannot escape on his own); the dun pudding has +10 to ST if pinning or +5 if grappling. Engulfed victims cannot breathe. If they run out of breath before they break free, they start to suffocate (see Holding Your Breath, p. B351 and Suffocation, p. B436). The typical dun pudding can pin/grapple one foe; later enemies are pushed along in front of it unless they win a Quick Contest of ST to prevent it from moving. The dun pudding can actively constrict engulfed victims, attacking them each turn with a Constriction Attack (p. B43). This ability has effective ST 24.
Acid: The creature secretes a digestive acid that dissolves metal and stone, but does not affect organic materials. Any metal creature or object touching the dun pudding takes 1d-1 corrosion damage per second. Any stone creature or object touching the dun pudding takes 1 corrosion damage per second. Engulfed creatures and objects take it as Large-Area Injury (p. B400).
Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 15). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (10). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it and attempt to engulf it.

                Traits: Amphibious; Blindness; Clinging; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Limited Camouflage (Sand); Mute; No Legs (Slithers); No Manipulators; Reduced Consumption 4 (Water Only); Restricted Diet (Silicates); Slippery 5; Temperature Tolerance 3 (Hot).
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.

White Pudding [The Lost Caverns of Tsojcanth]

174 points
Attribute Modifiers: ST+24 (Size Modifier, -50%; No Manipulators, -40%) [48]; DX-2 [-40]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: SM+5; HP+70 (Size Modifier, -50%) [70]; Per+10 [50]; Basic Move-4 [-20].
Advantages: Amphibious [10]; Chameleon 3 (Always On, -10%; Dynamic, +40%; Environmental, Snow, -20%) [17]; Clinging [20]; DR 1 (Tough Skin, -40%) [3]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Slippery 5 [10]; Temperature Tolerance 3 (Cold) [3].
Acid: Corrosion Attack 1d-1 (Accessibility, Only on organic materials, -20%; Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; Selective Effect, +20%) [10].
Engulf: Binding 24 (Always On, -20%; Aura, +80%; Constricting, Only on smaller targets, +55%; Engulfing, Only on smaller targets, +40%; Melee Attack, Reach C, -30%; One-Shot, -10%; Selective Effect, +20%; Suffocating, Only on smaller targets, +55%; Unbreakable, +40%) [159].
Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Disadvantages: Blindness [-50]; Hidebound [-5]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50].
Features: No Legs (Slithers).
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.

Knowing Your Own Strength [436]
Replace ST+24 (Size Modifier, -50%; No Manipulators, -40%) [48] with ST+24 [240]
Replace HP+70 (Size Modifier, -50%) [70] with HP+70 [140]

Typical Stats
ST:
34
HP:
104
Speed:
5
DX:
8
Will:
0
Move:
1 land, 0.5 climbing, 1 water
IQ:
0
Per:
10


HT:
12
FP:
12
SM:
+5
Dodge:
8
Parry:
N/A
DR:
1* (tough skin)
Engulf: If the white pudding starts its turn in close combat with prey or can move there on its turn, it tries to engulf its target; no attack roll is necessary and its quarry may defend only by dodging and retreating. In addition, if it is moving through an SM+2 or smaller creature, this counts as an automatic slam attempt (Pyramid #3-77, p. 6). Failure to dodge means being sucked inside and pinned if of lower SM than the white pudding, or partly stuck in the white pudding and grappled if of equal or greater SM. The victim can break free by winning a Quick Contest of ST (allowed only every 10 seconds if pinned; and on a 17 or 18, he becomes so entangled that he cannot escape on his own); the white pudding has +10 to ST if pinning or +5 if grappling. Engulfed victims cannot breathe. If they run out of breath before they break free, they start to suffocate (see Holding Your Breath, p. B351 and Suffocation, p. B436). The typical white pudding can pin/grapple one foe; later enemies are pushed along in front of it unless they win a Quick Contest of ST to prevent it from moving. The white pudding can actively constrict engulfed victims, attacking them each turn with a Constriction Attack (p. B43). This ability has effective ST 24.
Acid: The creature secretes a digestive acid that dissolves organic materials, but does not affect stone and metal. Any organic creature or object touching the white pudding takes 1d-1 corrosion damage per second. Engulfed creatures and objects take it as Large-Area Injury (p. B400).
Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 15). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (10). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it and attempt to engulf it.

                Traits: Amphibious; Blindness; Chameleon 3 (Always On; Dynamic; Environmental, Snow); Clinging; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators; Slippery 5; Temperature Tolerance 3 (Cold).
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.

Gray Ooze [Monster Manual, page 202]

90 points
Attribute Modifiers: ST+10 (Size Modifier, -20%; No Manipulators, -40%) [40]; DX-2 [-40]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; HP+15 (Size Modifier, -20%) [24]; Per+10 [50]; Basic Move-4 [-20].
Advantages: Amphibious [10]; Clinging [20]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Invisibility (Affects Machines, +50%; Fringe, -10%) [56]; Slippery 5 [10].
Acid: Corrosion Attack 1d-1 (Accessibility, Only on organic materials or metal, -10%; Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; Selective Effect, +20%) [10].
Elemental Resistance (C,F) [40]: DR 20 (Limited, Cold, Fire, -35%; Tough Skin, -40%) [25] + Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects [15].
Engulf: Binding 12 (Always On, -20%; Aura, +80%; Constricting, Only on smaller targets, +55%; Engulfing, Only on smaller targets, +40%; Melee Attack, Reach C, -30%; One-Shot, -10%; Selective Effect, +20%; Unbreakable, +40%) [66].
Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Disadvantages: Blindness [-50]; Hidebound [-5]; Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50].
Features: No Legs (Slithers).
Notes: Size 7 hexes; Weight 700 lbs.
Creature Type: Ooze.

Knowing Your Own Strength [156]
Replace ST+10 (Size Modifier, -20%; No Manipulators, -40%) [40] with ST+10 [100]
Replace HP+15 (Size Modifier, -20%) [24] with HP+15 [30]

Typical Stats
ST:
20
HP:
35
Speed:
5
DX:
8
Will:
0
Move:
1 land, 0.5 climbing, 1 water
IQ:
0
Per:
10


HT:
12
FP:
12
SM:
+2
Dodge:
8
Parry:
N/A
DR:
20 (vs. cold and fire)
Engulf: If the gray ooze starts its turn in close combat with prey or can move there on its turn, it tries to engulf its target; no attack roll is necessary and its quarry may defend only by dodging and retreating. In addition, if it is moving through an SM-1 or smaller creature, this counts as an automatic slam attempt (Pyramid #3-77, p. 6). Failure to dodge means being sucked inside and pinned if of lower SM than the gray ooze, or partly stuck in the gray ooze and grappled if of equal or greater SM. The victim can break free by winning a Quick Contest of ST (allowed only every 10 seconds if pinned; and on a 17 or 18, he becomes so entangled that he cannot escape on his own); the gray ooze has +10 to ST if pinning or +5 if grappling. The typical gray ooze can pin/grapple one foe; later enemies are pushed along in front of it unless they win a Quick Contest of ST to prevent it from moving. The gray ooze can actively constrict engulfed victims, attacking them each turn with a Constriction Attack (p. B43). This ability has effective ST 12.
Acid: The creature secretes a digestive acid that dissolves organic material and metal, but does not affect stone. Any organic or metal creature or object touching the gray ooze takes 1d-1 corrosion damage per second. Engulfed creatures and objects take it as Large-Area Injury (p. B400).
Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 15). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (10). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it and attempt to engulf it.

                Traits: Amphibious; Blindness; Clinging; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Horizontal; Immunity to Metabolic Hazards; Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Invisibility (Affects Machines; Fringe); Mute; No Legs (Slithers); No Manipulators; Slippery 5.
Notes: Size 7 hexes; Weight 700 lbs.
Creature Type: Ooze.

  
Ochre Jelly [Monster Manual, page 202]

-116 points
Attribute Modifiers: ST-10 [-100]; DX-2 [-40]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; HP+25 (Size Modifier, -20%) [40]; Per+10 [50]; Basic Move-3 [-15].
Advantages: Clinging [20]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse; Infiltration, +40%) [140]; Injury Tolerance (No Eyes, No Head, No Neck) [17].
Acid: Corrosion Attack 1d-1 (Accessibility, Only on flesh, -15%; Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; Selective Effect, +20%) [10].
Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Disadvantages: Blindness [-50]; Hidebound [-5]; Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50].
Features: No Legs (Slithers).
Notes: Size 7 hexes; Weight 5,600 lbs.
Creature Type: Ooze.

Knowing Your Own Strength [-106]
Replace HP+25 (Size Modifier, -20%) [40] with HP+25 [50]

Typical Stats
ST:
0
HP:
25
Speed:
5
DX:
8
Will:
0
Move:
2 land, 1 climbing
IQ:
0
Per:
10


HT:
12
FP:
12
SM:
+2
Dodge:
8
Parry:
N/A
DR:
-
Acid: The creature secretes a digestive acid that dissolves flesh. Any fleshy creature touching the ochre jelly takes 1d-1 corrosion damage per second.
Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 15). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (10). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it and attempt to engulf it.

                Traits: Blindness; Clinging; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Horizontal; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse; Infiltration); Injury Tolerance (No Eyes, No Head, No Neck); Invertebrate; Mute; No Legs (Slithers); No Manipulators.
Notes: Size 7 hexes; Weight 5,600 lbs.
Creature Type: Ooze.
  
Gelatinous Cube [Monster Manual, page 201]

318 points
Attribute Modifiers: ST+40 (Size Modifier, -40%; No Manipulators, -40%) [80]; DX-2 [-40]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: SM+4; HP+97 (Size Modifier, -40%) [117]; Per+10 [50]; Basic Move-4 [-20].
Advantages: Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Invisibility (Affects Machines, +50%; Fringe, -10%) [56]; Slippery 5 [10].
Acid: Corrosion Attack 1d-1 (Accessibility, Only on organic materials, -15%; Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; Selective Effect, +20%) [10].
Engulf: Binding 30 (Always On, -20%; Aura, +80%; Constricting, Only on smaller targets, +55%; Engulfing, Only on smaller targets, +40%; Melee Attack, Reach C, -30%; One-Shot, -10%; Selective Effect, +20%; Suffocating, Only on smaller targets, +55%; Unbreakable, +40%) [198].
Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
Paralysis: Affliction 1 (HT; Always On, -20%; Aura, +80%; Contact Agent, -30%; Melee Attack, Reach C, -30%; Paralysis, +150%; Reduced Duration, 1/20, -25%) [23].
Disadvantages: Blindness [-50]; Hidebound [-5]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50].
Features: No Legs (Slithers).
Notes: Size 25 hexes; Weight 50,000 lbs.
Creature Type: Ooze.

Knowing Your Own Strength [627]
Replace ST+40 (Size Modifier, -40%; No Manipulators, -40%) [80] with ST+29 [290]
Replace HP+97 (Size Modifier, -40%) [117] with HP+108 [216]

Typical Stats
ST:
50 (KYOS: 39)
HP:
147
Speed:
5
DX:
8
Will:
0
Move:
1 land
IQ:
0
Per:
10


HT:
12
FP:
12
SM:
+4
Dodge:
8
Parry:
N/A
DR:
-
Engulf: If the gelatinous cube starts its turn in close combat with prey or can move there on its turn, it tries to engulf its target; no attack roll is necessary and its quarry may defend only by
dodging and retreating. In addition, if it is moving through an SM+1 or smaller creature, this counts as an automatic slam attempt (Pyramid #3-77, p. 6). Failure to dodge means being sucked inside and pinned if of lower SM than the gelatinous cube, or partly stuck in the gelatinous cube and grappled if of equal or greater SM. The victim can break free by winning a Quick Contest of ST (allowed only every 10 seconds if pinned; and on a 17 or 18, he becomes so entangled that he cannot escape on his own); the gelatinous cube has +10 to ST if pinning or +5 if grappling. Engulfed victims cannot breathe. If they run out of breath before they break free, they start to suffocate (see Holding Your Breath, p. B351 and Suffocation, p. B436). The typical gelatinous cube can pin/grapple one foe; later enemies are pushed along in front of it unless they win a Quick Contest of ST to prevent it from moving. The gelatinous cube can actively constrict engulfed victims, attacking them each turn with a Constriction Attack (p. B43). This ability has effective ST 30.
Acid: The creature secretes a digestive acid that dissolves organic materials, but does not affect stone and metal. Any organic creature or object touching the gelatinous cube takes 1d-1 corrosion damage per second. Engulfed creatures and objects take it as Large-Area Injury (p. B400).
Paralysis: A gelatinous cube secretes an anesthetizing slime. If a creature touches the gelatinous cube with its bare skin, it must roll HT to resist. It becomes paralyzed for 3 seconds per point of margin of failure. After that the subject is stunned (p. B420) and may roll vs. HT once per second to recover. 
Ooze Senses: An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration. It uses standard range penalties instead of a -1/yard penalty when detecting smells, and gets a +5 bonus on Smell and Taste rolls (Sense roll 15). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the air. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (10). Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. Wind will generate “noise” that interferes with this sense. Find the speed of the wind on the table and assess the relevant speed penalty. A successful roll reveals the rough size, location, speed, and direction of movement of the target, allowing the ooze to move to it and attempt to engulf it.

                Traits: Blindness; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Invisibility (Affects Machines; Fringe); Mute; No Legs (Slithers); No Manipulators; Slippery 5.
Notes: Size 25 hexes; Weight 50,000 lbs.
Creature Type: Ooze.

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