In the case of these statistics, the core rulebook’s entries for primeval slimes and ghosts are the basis for my conversions.
Grey Ooze: Init +4;
Atk pseudopod +4 melee (2d4); AC 10; HD 1d8; MV 10’, climb 5’; Act 1d20; SP camouflage,
metal digestive, immunities (magic, heat, and cold), half damage from slicing
and piercing weapons; SV Fort +6, Ref -8, Will -6; AL N.
Tiny Grey
Ooze: Init +4; Atk pseudopod +1 melee (1d4); AC 14; HD 1d3; MV 5’,
climb 5’; Act 1d20; SP camouflage, metal digestive, immunities (magic, heat,
and cold), half damage from slicing and piercing weapons; SV Fort +3, Ref -5,
Will -6; AL N.
Large Grey
Ooze: Init +2; Atk pseudopod +5 melee (3d4); AC 10; HD 3d8; MV 10’,
climb 10’; Act 1d20; SP camouflage, metal digestive, immunities (magic, heat,
and cold), half damage from slicing and piercing weapons, psionic potential; SV
Fort +6, Ref -8, Will -6; AL N.
Grey oozes corrode metal on touch. Metal weapons are rendered useless after one touch (including a successful attack against the creature) and metal armor loses one point of Armor Class bonus for every round of contact or successful attack from the ooze. Magic items receive a special save against DC 12 for a normal or large grey ooze and DC 7 against a tiny one. This save is made by adding the weapon’s attack bonus to a d20 roll. The wielder may spend Luck on this save.
Normal grey oozes are about 6 feet long and 3 feet wide. Tiny grey oozed are only 1 foot long and six inches wide. Large grey oozes are 1d8+8 feet long and 1d3+2 feet wide. Large grey oozes have a 1 in 10 chance of developing an alien intelligence roughly equal to normal human intelligence (3d6). Intelligent grey oozes further have an INT% chance of developing 1d3 psionic abilities. Roll 1d5 for each ability:
1. Telepathy: The ooze can communicate telepathically in a 60’ range. If rolled again, increase range by 30’.
2. Psychic Defense: Each time this is rolled, the ooze gains a +4 bonus to its Will saves.
3. Psionic Attack: Once per turn, the ooze can cause 1d6 damage to all living creatures with a mind within 30’; Will DC 13 negates. If rolled again, roll 1d4: (1) increase damage by +1d6, (2) increase range by 20’, (3) increase Will save DC by +2, or (4) increase the times the ooze can use this attack by +1 per turn.
4. Illusion Generation: The ooze can create simple illusions within a 30’ radius with auditory, visual, or scent components. These illusions can one have one component at a time, and are automatically dispelled when interacted with. If rolled again, increase the number of components usable by the ooze.
5. Telekinesis. The ooze can move a single object weighing no more than 5 pounds within a 30’ radius. Each time this is rolled again, the number of objects, weight limit, and radius double.
Green Slime:
Init
–6; Atk Contact +0 melee (infection); AC 5; HD 1d8; MV 1’, climb 1’; Act 1d16;
SP infection, metal digestive, only harmed by fire or cold; SV Fort +0, Ref –10,
Will +0; AL N.
Green slime typically is found in places where it can drip down on creatures passing below, but it is sometimes found in murky shallow water where creatures may accidently step on it (Luck check to avoid). In contact with living flesh, it infects the tissue over the next 1d4+1 rounds. During this time, it may be burnt, frozen, or scraped away (doing a minimum of 1 damage to the slime’s victim per round of contact) or neutralized as a disease. Failure to do so within this time frame means the victim dies and is turned into a new patch of green slime over the next 3d6 rounds. Anyone looting the body during this time must succeed in a Luck check to avoid coming into contact with green slime themselves.
Griffon: See core rulebook, page 417.
Groaning
Spirit: Init +2; Atk incorporeal touch +6 melee (paralysis) or
banshee scream; AC 10; HD 2d12; MV fly 40’; Act 1d20; SP un-dead traits, incorporeal,
immune to non-magical weapons, paralysis (1d4 hours, Fort DC 14 negates),
banshee scream, future sight, family ties; SV Fort +2, Ref +4, Will +6; AL C.
Like all ghosts, something prevents a groaning spirit from resting in death, and resolving that wrong allows the ghost to depart forever. Groaning spirits are often harbingers of disaster, and many are tied to the fortunes of specific extended families, appearing only as a warning or a prelude to misfortune.
Any creature that gazes into a groaning spirit’s eyes receives a shocking glimpse of a possible future. A character attacking the ghost must make a DC 10 Reflex save or inadvertently gaze into the ghost’s eyes. This glimpse is always a potential death of the most disturbing fashion. The judge is encouraged to describe the vision as one associated with a potential future encounter in the current adventure, or one related to the looming disaster the groaning spirit heralds. When the character reaches that encounter or event, they suffer a -2 penalty to all rolls due to fright and fear of death. Paralyzed characters, of course, get no save.
Fortunately, groaning spirits seem to wish only to deliver their warnings before disappearing again, but victims of their scream may die from it, and paralyzed characters may find themselves facing predators drawn by the spirit’s wailing. If a character encounters a groaning spirit alone, and is paralyzed, this may well be the vision that the un-dead creature imparts.
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