Monsters: Aquatic Ooze
Bloodbloater Swarm [Fiend Folio, page 16]
-124 points
Attribute Modifiers: ST-10 [-100]; DX+1 (No Fine Manipulators, -40%) [12]; IQ-10 [-200]; HT+1 [10].
Secondary Characteristic Modifiers: HP+10 [20]; Per+11 [55].
Advantages: Doesn’t Breathe [20]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Reduced Consumption 3 [6]; Temperature Tolerance 4 [4].
Aquatic Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Water) [10].
Blood Drain: Toxic Attack 1 point (Accessibility, Only on creatures with blood, -10%; Area Effect, 1 yard, +25%; Contact Agent, +150%; Cosmic, No die roll required, No active defense allowed, +400%; Melee Attack, C, No Parry, -35%) [7].
Swarm: Injury Tolerance (Diffuse; Body of Swarm, Gnat-Sized, +40%) [140].
Disadvantages: Blindness [-50]; Hidebound [-5]; Horizontal [-10]; Mute [-25]; No Manipulators [-50]; Restricted Diet (Blood) [-10]; Vulnerability (Fire, x2) [-30].
Features: No Legs (Semi-Aquatic).
Creature Type: Ooze.
Typical Stats
ST: |
0 |
HP: |
10 |
Speed: |
5.5 |
DX: |
11 |
Will: |
0 |
Move: |
1 ground, 5 water |
IQ: |
0 |
Per: |
11 |
|
|
HT: |
11 |
FP: |
11 |
SM: |
+0 |
Dodge: |
9 |
Parry: |
N/A |
DR: |
- |
Swarm: A bloodbloater swarm consists of about a thousand of bloodbloater oozes. This makes it immune to crippling injuries and reduces the damage it suffers from most physical blows; see Injury to Unliving, Homogenous, and Diffuse Targets (p. B380). The swarm cannot be slammed or grappled. Diffuse includes all the benefits of No Blood, No Brain, and No Vitals. The swarm is dispersed by injury equal to its HP. A dispersed swarm is effectively “unconscious” and unable to act in concert. A determined foe might contain and continue to damage the dispersed bodies, though. Should the swarm reach -HP, enough of the bodies have been killed to destroy the swarm. The swarm can seep under doors, or through screens, ventilation grates, clothing (2 seconds), chinks in armor (5 seconds).
Aquatic 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 16). Its smell operates both in air and underwater. In addition, the ooze can detect vibrations in the water. It can locate prey in the dark, but cannot detect details. To use Vibration Sense, the ooze must make a Sense roll (11). 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. Currents will generate “noise” that interferes with this sense. Find the speed of the current 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; Horizontal; Immunity to Metabolic Hazards; Mute; No Legs (Semi-Aquatic); No Manipulators; Reduced Consumption 3; Restricted Diet (Blood); Temperature Tolerance 4; Vulnerability (Fire, x2).
Creature Type: Ooze.
Flotsam Ooze [Fiend Folio, page 17]
-7 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].
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]; Reduced Consumption 3 [6]; Temperature Tolerance 4 [4].
Adhesive: Binding 12 (Aura, +80%; Melee Attack, Reach C, -30%; One-Shot, -10%; Only Damaged by Burning and Cutting, +20%; Terminal Condition, Soap or lye, -10%) [36].
Aquatic Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Water) [10].
Slow Acid: Corrosion Attack 1 point (Accessibility, Only on organic materials, -10%; Always On, -20%; Aura, +80%; Exposure Time, 1 hour, -40%; Melee Attack, Reach C, -30%; Selective Effect, +20%) [3].
Disadvantages: Blindness [-50]; Hidebound [-5]; Horizontal [-10]; Invertebrate [-20]; Mute [-25]; No Manipulators [-50]; Slow Eater [-10].
Features: No Legs (Semi-Aquatic).
Notes: Size 7 hexes; Weight 700 lbs.
Creature Type: Ooze.
Knowing
Your Own Strength [59] |
Typical Stats
ST: |
20 |
HP: |
35 |
Speed: |
5 |
DX: |
8 |
Will: |
0 |
Move: |
1 land, 5 water |
IQ: |
0 |
Per: |
10 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+2 |
Dodge: |
8 |
Parry: |
N/A |
DR: |
- |
Aquatic 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 water. 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. Currents will generate “noise” that interferes with this sense. Find the speed of the current 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.
Adhesive: A flotsam ooze exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. Adhesive has ST 12 and can only be damaged by cutting or burning attacks. Soap or lye dissolves the adhesive. A flotsam ooze can dissolve its adhesive at will, and the substance breaks down 30 seconds after the creature dies. See Binding, p. B40 for more details.
Traits: Blindness; Doesn’t Breathe; Doesn’t Sleep; Hidebound; High Pain Threshold; Horizontal; Immunity to Metabolic Hazards; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; Invisibility (Affects Machines; Fringe); Mute; No Legs (Semi-Aquatic); No Manipulators; Reduced Consumption 3; Slow Eater; Temperature Tolerance 4.
Notes: Size 7 hexes; Weight 700 lbs.
Creature Type: Ooze.
Reekmurk [Fiend Folio, page 18]
-53 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].
Advantages: Amphibious [10]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; Extra-Flexible Arm [5]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Reduced Consumption 3 [6]; Slippery 5 [10]; Temperature Tolerance 5 (Cold) [5].
Acidic Tendrils: Corrosion Attack 1 point (Accessibility, Only on organic materials, -10%; Always On, -20%; Area Effect, 4 yards, +100%; Aura, +80%; Melee Attack, Reach C, -30%) [7].
Aquatic Ooze Senses [22]: Acute Taste and Smell 5 [10] + Long-Range Smell [1] + Universal Smell [1] + Vibration Sense (Water) [10].
Poison: Affliction (HT; Attribute Penalty, DX-2, +20%; Follow-Up, Tentacle, +0%) [12].
Disadvantages: Bad Smell [-10]; Blindness [-50]; Hidebound [-5]; Invertebrate [-20]; Mute [-25]; No Fine Manipulators [-30]; One Arm [-20]; Weakness (Sunlight; 1d per minute) [-60].
Features: No Legs (Slithers).
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.
Knowing
Your Own Strength [209] |
Typical Stats
ST: |
34 |
HP: |
104 |
Speed: |
5 |
DX: |
8 |
Will: |
0 |
Move: |
5 land, 5 water |
IQ: |
0 |
Per: |
10 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+5 |
Dodge: |
8 |
Parry: |
7 (unarmed) |
DR: |
- |
Acidic Tendrils: A reekmurk extends thousands of hairlike tendrils out to the distance of 4 yards at all times. Any organic creature or object touched by the tendrils takes 1 point of corrosion damage per second.
Aquatic 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 water. 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. Currents will generate “noise” that interferes with this sense. Find the speed of the current 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; Bad Smell; Blindness; Doesn’t Breathe; Doesn’t Sleep; Extra-Flexible Arm; 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 Fine Manipulators; One Arm; Reduced Consumption 3; Slippery 5; Temperature Tolerance 5 (Cold); Weakness (Sunlight; 1d per minute).
Notes: Size 13 hexes; Weight 18,000 lbs.
Creature Type: Ooze.
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