Monster: Dissolution Ooze
Basically just an ochre jelly that likes eating incarnum with a slightly different acid. Nothing interesting, but at least something incarnum-related!
Dissolution Ooze [Magic of Incarnum, page 172]
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]; Detect (Incarnum; Long-Range 1, +50%; Magical, -10%; Precise, +100%; Reflexive, +40%) [28]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; 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, Not on earth and stone, -10%; Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%; Selective Effect, +20%) [10].
Dissolution: Neutralize Incarnum (Always On, -10%; Aura, +80%; Based on HT, Own Roll, +20%; Based on HT, +20%; Interruption, -50%; Magical, -10%) [75].
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 [5] |
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: |
- |
Dissolution (12): When the dissolution ooze touches a creature that has any soulmelds currently shaped, it rolls a Quick Contest of HT against the victim. If the ooze wins, the soulmelds become unshaped. This does not prevent the meldshaper from shaping the soulmelds again, but since the process takes one minute, this might be dangerous or inconvenient.
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; Detect (Incarnum; Long-Range 1; Magical; Precise; Reflexive); Doesn’t Breathe; Doesn’t Eat or Drink; 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.
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