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:
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1 land, 0.5 climbing, 1 water
|
IQ:
|
0
|
Per:
|
10
|
|
|
HT:
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12
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FP:
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12
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SM:
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+2
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Dodge:
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8
|
Parry:
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N/A
|
DR:
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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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