Tuesday, 13 April 2021

Monster: Conflagration Ooze

Monster: Conflagration Ooze

A sentient ooze that seeps fiery toxin on everything. Can talk! Comes in two variants - normal and infernal.


Conflagration Ooze [Monster Manual III, page 30]

192 points
Attribute Modifiers: ST+10 (Size Modifier, -20%; No Manipulators, -40%) [40]; IQ-1 [-20]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; HP+15 (Size Modifier, -20%) [24]; Per+1 [5].
Advantages: Clinging [20]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Eyes, No Head, No Neck) [57]; Slippery 5 [10]; Temperature Tolerance 5 (Hot) [5].
    Fire in the Blood [18]: Affliction 1 (HT; Always On, -20%; Aura, +80%; Blood Agent, Reversed, -40%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; Terrible Pain, +60%) [15] + Burnning Attack 1d-1 (Always On, -40%; Aura, +80%; Blood Agent, Reversed, -40%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%) [3].
    Fire Resistance [30]: DR 20 (Limited, Fire, -40%; Tough Skin, -40%) [20] + Immunity to Noxious Fire Effects [10].
    Heat Aura: Temperature Control 2 (Always On, -20%; Area Effect, 2 yards, +50%; Emanation, -20%; Heat, -50%; Magical, -10%) [5].
    Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
    Spell-Like Abilities (Alternative Abilities) [51]:
    Confusion 1 [42/5=9];
    Sleep [42].
Disadvantages: Blindness [-50]; Explosive [-15]; Invertebrate [-20]; One Arm [-20]; Vulnerability (Cold, x2) [-30]; Weakness (Water; 1d/min) [-40].
Features: No Legs (Slithers).
Notes: Size 7 hexes; Weight 700 lbs.
Creature Type: Ooze (Fire).

Knowing Your Own Strength [258]
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:

5.5

DX:

10

Will:

9

Move:

5 land, 2 climbing

IQ:

9

Per:

10

 

 

HT:

12

FP:

12

SM:

+2

Dodge:

8

Parry:

8 (unarmed)

DR:

20 (vs. fire)

    Pseudopod (12): thrust 2d crushing (KYOS: 3d+2 crushing), Reach C-1.
    Fire in the Blood: When the conflagration ooze receives any cutting, impaling, or piercing injury, it bleeds fiery toxin on the weapon that wounded him – or its foe, if attacked with claws, teeth, etc. If the toxin contacts a living creature, that creature must roll HT or become wracked with terrible pain for margin of failure minutes, as the toxin turns its blood into liquid flames. In addition, it takes 1d-1 burning damage (DR applies normally) regardless of the result of the HT roll. Until the conflagration ooze stops bleeding (see Bleeding, p. B420), the toxin drips on everything nearby. This works like any other Aura, and the ooze can deliberately attack others by flicking its toxin around.
    Heat Aura: The conflagration ooze always emits heat. The temperature changes at a rate of 4° per second up to a maximum of 40° above the ambient temperature in a two-yard radius around the conflagration ooze. This ambient temperature change ability never does damage directly.
    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.
    Spell-Like Abilities (Alternative Abilities):
    Confusion 1 (10);
    Sleep (9).


    Traits: Blindness; Clinging; Doesn’t Breathe; Doesn’t Sleep; Explosive; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Injury Tolerance (Homogenous, No Eyes, No Head, No Neck); Invertebrate; No Legs (Slithers); One Arm; Slippery 5; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2); Weakness (Water; 1d/min).
    Skills: Brawling-12; Innate Attack (Gaze)-10; Wrestling-12.
    Notes: Size 7 hexes; Weight 700 lbs.
    Creature Type: Ooze (Fire).

Infernal Conflagration Ooze [Monster Manual III, page 31]

211 points
Attribute Modifiers: ST+10 (Size Modifier, -20%; No Manipulators, -40%) [40]; IQ-1 [-20]; HT+2 [20].
Secondary Characteristic Modifiers: SM+2; HP+15 (Size Modifier, -20%) [24]; Per+1 [5].
Advantages: Clinging [20]; DR 2 (Not vs. Magic, -15%) [9]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Eyes, No Head, No Neck) [57]; Magic Resistance 2 (Improved, +150%) [10]; Slippery 5 [10]; Temperature Tolerance 5 (Hot) [5].
    Fire in the Blood [18]: Affliction 1 (HT; Always On, -20%; Aura, +80%; Blood Agent, Reversed, -40%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; Terrible Pain, +60%) [15] + Burnning Attack 1d-1 (Always On, -40%; Aura, +80%; Blood Agent, Reversed, -40%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%) [3].
    Fire Resistance [30]: DR 20 (Limited, Fire, -40%; Tough Skin, -40%) [20] + Immunity to Noxious Fire Effects [10].
    Heat Aura: Temperature Control 2 (Always On, -20%; Area Effect, 2 yards, +50%; Emanation, -20%; Heat, -50%; Magical, -10%) [5].
    Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Air) [10].
    Spell-Like Abilities (Alternative Abilities) [51]:
    Confusion 1 [42/5=9];
    Sleep [42].
Disadvantages: Blindness [-50]; Explosive [-15]; Invertebrate [-20]; One Arm [-20]; Vulnerability (Cold, x2) [-30]; Weakness (Water; 1d/min) [-40].
Features: No Legs (Slithers).
Notes: Size 7 hexes; Weight 700 lbs.
Creature Type: Ooze (Evil, Fire).

Knowing Your Own Strength [277]
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:

5.5

DX:

10

Will:

9

Move:

5 land, 2 climbing

IQ:

9

Per:

10

 

 

HT:

12

FP:

12

SM:

+2

Dodge:

8

Parry:

8 (unarmed)

DR:

2 (not vs. magic), 20 (vs. fire)

    Pseudopod (12): thrust 2d crushing (KYOS: 3d+2 crushing), Reach C-1.
    Fire in the Blood: When the conflagration ooze receives any cutting, impaling, or piercing injury, it bleeds fiery toxin on the weapon that wounded him – or its foe, if attacked with claws, teeth, etc. If the toxin contacts a living creature, that creature must roll HT or become wracked with terrible pain for margin of failure minutes, as the toxin turns its blood into liquid flames. In addition, it takes 1d-1 burning damage (DR applies normally) regardless of the result of the HT roll. Until the conflagration ooze stops bleeding (see Bleeding, p. B420), the toxin drips on everything nearby. This works like any other Aura, and the ooze can deliberately attack others by flicking its toxin around.
    Heat Aura: The conflagration ooze always emits heat. The temperature changes at a rate of 4° per second up to a maximum of 40° above the ambient temperature in a two-yard radius around the conflagration ooze. This ambient temperature change ability never does damage directly.
    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.
    Spell-Like Abilities (Alternative Abilities):
    Confusion 1 (10);
    Sleep (9).


    Traits: Blindness; Clinging; Doesn’t Breathe; Doesn’t Sleep; Explosive; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Noxious Fire Effects; Injury Tolerance (Homogenous, No Eyes, No Head, No Neck); Invertebrate; Magic Resistance 2 (Improved); No Legs (Slithers); One Arm; Slippery 5; Temperature Tolerance 5 (Hot); Vulnerability (Cold, x2); Weakness (Water; 1d/min).
    Skills: Brawling-12; Innate Attack (Gaze)-10; Wrestling-12.
    Notes: Size 7 hexes; Weight 700 lbs.
    Creature Type: Ooze (Evil, Fire).


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