Sunday, 2 February 2020

Monster: Crystal Ooze

Monster: Crystal Ooze

Pretty much gray ooze, but with water dependency. I can see why this monster didn't survive the edition transition.

Crystal Ooze [Monster Manual II (1983)]

70 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]; Dependency (Water; Hourly) [-20]; 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 [136]
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 crystal 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 crystal ooze, or partly stuck in the crystal 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 crystal ooze has +10 to ST if pinning or +5 if grappling. The typical crystal 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 crystal 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 crystal 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; Dependency (Water; Hourly); 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.

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