Lix Lorn
2013-07-22, 11:25 PM
Based on this game (http://www.kongregate.com/games/innocuousGames/amorphous), which is not mine. A full setting document is available in places that aren't here.
Slimes
Slimes are odd creatures with a set of very simple cells. They are usually a mostly-liquid, viscous goo controlled by an intelligence equally spread out throughout the entire creature. A smaller slime becomes less intelligent, and they are usually not sentient-even a large slime of most subspecies is as most as smart as a domestic animal. The goo on the very surface can often be removed without effort, and will even fall away and remain on the ground, being a cool, wet liquid. This is ‘loose’ goo, created from excess food and energy, and does not harm the slime. Removing the goo not on the surface is painful, as it is an active part of the slime’s consciousness. Slimes have no real organs, and ‘see’ through a combination of light sensitivity and vibrations, developing a view of the world that, at short ranges, is as good as any humanoid. Slimes eat by absorption, pulling food and minerals into their body and breaking it down. They then produce additional goo, allowing them to grow. They reproduce when they have enough goo to split into two tiny slimes. Most slimes are capable of minor shapeshifting, changing from a blob to a pool, but little else.
Slightly more rare are slimegirls. Appearing as humanoid creatures entirely made of slime, they usually have a single colour, and are translucent. Effectively, they appear identical to a Slime, but in the shape of a humanoid. They are capable of changing into a gooey pool, or the same blob-shape as a normal slime, but retain their own intelligence and personality. They can also modify their appearance at will, although not by too far. Slimegirls that were once other races retain their own iris colours, but are otherwise identical. They often do not use their intelligence, and can appear stupid, ignorant, or at least a little slow until they are pushed, at which point they stop being a happy-go-lucky creature and become a person again. These passive traits mean that slimegirls only rarely continue to learn and improve in other areas, although there are always exceptions, and Queens often push them to keep up their habits, especially useful ones such as magic.
Other than these traits, they are very similar to their normal slime equivalents. They reproduce in the same way; by eating enough to birth other slimes. Rather than just growing in size, some slimegirls prefer to to lay eggs with hardened goo shells, after a ‘pregnancy’ of one month. These eggs will usually hatch after one month into slimes. Sometimes, albeit very rarely, they will take a second month, before hatching into a tiny slimegirl. Young slimegirls grow slower than slimes, but faster than most humanoids.
Slime Subtype
A creature with the slime subtype has many of the features of the Ooze type, and is treated as an ooze as well as its original type. This means it is a valid target of favoured enemy (Ooze), and takes bonus damage from spells such as Sunbeam, but a human slimegirl is still vulnerable to Charm Person.
They possess blindsight, generally with a range of 15ft+5ft/HD, have immunity to poison, sleep effects, paralysis, polymorph, and stunning, and are not subject to critical hits or flanking. They possess a natural armor bonus, usually equal to their constitution modifier, generally stemming from either the difficulty of damaging their body.
They invariably possess a very flexible form, capable of slipping through gaps that a liquid – albeit sometimes a thick liquid – could pass through, and are generally at least a little acidic.
However, they never have higher than a ¾ BAB, and have bad saving throws from hit dice.
They invariably have the following Absorb, Acid and Splat abilities, and almost always have the Combine ability.
Absorb (Ex): When a creature with this ability strikes a foe with a slam attack or unarmed strike, it may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Absorb usually works only against opponents at least one size category smaller than the creature. If a turn begins with a foe grappled in this way, the creature may absorb them. An absorbed creature is considered grappled, while the absorbing creature is not, and takes automatic acid damage each turn. An absorbed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of the interior of an absorbing creature is normally 10 + ½ its natural armor bonus, with no modifiers for size or Dexterity. If the absorbed creature escapes the grapple or cuts its way out, it is free to act, unless grappled again.
A creature generally has room for only one creature of the maximum size within itself, or two of the size below, etc.
In addition, a slime grows by eating. A full meal – a patch of berries, a small seam of minerals, a patch of vines, or a small absorbed creature – grants them one additional hit die after they next rest. Alternatively, they can heal 1d10+con mod health from eating a meal.
Slimegirls grow similarly, but instead of gaining hit dice, gain 1d10+con mod temporary health whenever they gain a meal of this kind at full health.
A slime cannot gain sustenance from magically summoned food more than once a day.
When a slime has as many bonus HD from this ability as their subspecies has as base, they almost always split off a new slime, losing the bonus HD. Similarly, when a slimegirl has as many temporary HP from this ability as the average HP of a slime of their subspecies, they split off a slime and lose the temporary HP. On rare occasions, a slimegirl can instead force upon themself a type of pregnancy, or lay an odd egg of hardened slime, which eventually produces another slimegirl. Like normal pregnancy, this is better dealt with by talking things through with your DM than with rules.
Acid (Ex): On physical contact, and at the beginning of each round for an Absorbed foe, a slime deals acid damage. This damage is based on hit dice, dealing 1d3 for a slime of 1 HD and increasing damage as if by size for each third hit dice/character level thereafter. It also adds the slime’s Constitution modifier to damage. Slimegirls can suppress and reactivate this ability as a free action, even on someone else’s turn.
Splat (Ex): When killed, a slime generally pops in an almost explosive fashion, spreading acid all around. All foes within 10ft+5ft/2HD or character levels suffer damage equal to twice the Slime’s acid damage, including the effects of any abilities that affect their acid. A successful reflex save halves the damage, and negates any unwanted additional effects. Splat does not affect a creature’s ability to be resurrected, although it can make the slime difficult to gather.
Combine (Ex): Slimes can combine with others of their own kind, increasing their size, and therefore direct power. Two slimes can only combine if their total HD would push them to the next size category, and are never guaranteed to do so.
Ie, a DM can confront his players with Biters without needing to come up with a reason they do not form a Horror.
This increases their statistics as normal, including the potency of their acid.
Combined slimegirls can possess both personalities, a fusion, or many other circumstances. Generally, they lose class levels while combined, but exceptions exist.
Gloopie, Common or Lime Slime
The most common form of slime is a small slime often known as a Gloopie, but more commonly just referred to as ‘a slime’. They present very little threat to humanoids, as they are too small to engulf them, and their acid is not strong enough to harm without long exposure times. Naturally, their slime is green. Their purpose for the hive is usually to hunt and absorb nutrients, as well as to tunnel out new areas. Of course, they can only capture small prey, unless they combine to form a larger slime.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 3d10+9 (25hp)
Initiative: +0
Speed: 20ft
Armor Class: 12 (+2 Natural Armor)
Base Attack/Grapple: +2/+1
Attack: slam +1 melee (1d3-1 + 1d3+2 nonlethal acid, absorb)
Full Attack: slam +1 melee (1d3-1 + 1d3+2 nonlethal acid, absorb)
Space/Reach: 5ft/5ft
Special Attacks: Weak Acid
Special Qualities: Slime traits
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 8, Dex 10, Con 14, Int 1, Wis 8, Cha 12
Skills: Survival +6
Feats: Toughness, Lightning Reflexes
Environment: Any, often mountainous
Organization: Solo, Squish (3-5), Squelch (10-50)
Challenge Rating: 2
Treasure: Standard
Alignment: True Neutral
Advancement: 4-5HD (Medium), 6-10HD (Large), 11-15HD (Huge)
Level Adjustment: -
Common slimes are unaggressive to creatures too large to eat, but will attempt to flee or defend themselves if attacked. When domesticated, they sell for about 1000gp.
Weak Acid (Ex): The acid of a Common slimegirl is very weak. While it is affected by effects applying to acid damage, it deals nonlethal damage in all circumstances except two. A creature which is already unconscious from nonlethal damage is deal acid damage by a common slime, as is a creature absorbed by the slime. Otherwise, it is identical to the normal Acid ability of a Slime.
Combine: When common slimes combine to a larger form, they are known as an Oozie. Oozies lose the Weak Acid ability and gain the normal Acid ability. Under normal circumstances, Oozies do not grow larger when they combine – they form a Gray or Steel Slime with half the total HD they would possess instead.
Common/Lime Slimegirl
Common slimegirls are far less common, proportionally, than common slimes. Slightly larger than slimes, they’re capable of hunting and acquiring slightly larger food. An intelligent common slimegirl was the one to discover a family of brightly coloured berries that react to the compounds in slime physiology, changing the colour of their slime. Like their inhuman equivalent, common slimegirls are naturally green, but they make copious use of the berries, and choose colours as an aesthetic choice, much like a humanoid might dye their hair.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Common slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Weak Acid (plus others from Slime subtype)
Abilities: -2 Str, +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +2
Common slimegirls are friendly and affectionate, and have been seen in urban populations as performers, errand runners, as well as slaves and pets. If attacked, they generally flee, but otherwise defend themselves in the same way as their unintelligent brethren. They only rarely take character classes, and favour rogues.
Weak Acid (Ex): The acid of a Common slimegirl is very weak. While it is affected by effects applying to acid damage, it deals nonlethal damage in all circumstances except two. A creature which is already unconscious from nonlethal damage is deal acid damage by a common slimegirl, as is a creature absorbed by the slime.
Combine: When common slimegirls combine to a larger form, they are known as an Oozie. Oozies lose the Weak Acid ability and gain the normal Acid ability. Under normal circumstances, Oozies do not grow larger when they combine – they form a Gray or Steel Slimegirl with half the total HD they would possess instead.
Stickie or Yellow Slime
A Stickie is unlike most other breeds of slime due to one simple and highly obvious reason-their stickiness. While other slimes only stick to their own gooey form, Stickies will stick to anything and everything. They are capable of ‘weaponizing’ this, spraying slime with the consistency of glue onto a target, holding them in place so more dangerous slimes can arrive-or the weaker ones can swarm them. Stickies are usually yellow. However, their gel is a little fragile, and they are weaker than most other slimes.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 5d10+8 (35hp)
Initiative: +0
Speed: 20ft
Armor Class: 11 (+1 Natural Armor)
Base Attack/Grapple: +3/+2
Attack: slam +2 melee (1d3-1 + 1d4+1 acid, absorb, Stickied) OR spit +4 ranged (35ft) (1d4+1 acid, Stickied)
Full Attack: slam +2 melee (1d3-1 + 1d4+1 acid, absorb, Stickied) OR spit +4 ranged (35ft) (1d4+1 acid, Stickied)
Space/Reach: 5ft/5ft
Special Attacks: Spit, Stickied
Special Qualities: Slime traits
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 8, Dex 10, Con 12, Int 1, Wis 8, Cha 12
Skills: Survival +8
Feats: Toughness, Weapon Focus (Spit)
Environment: Any, often mountainous valleys
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 3
Treasure: Standard
Alignment: True Neutral
Advancement: 6-9HD (Medium), 10-18HD (Large), 19-27HD (Huge)
Level Adjustment: -
Stickie slimes are a defensive species, using their glue-like slime to trap foes and to hunt, allowing other slimes to defeat foes they could not. They are rarely sold, and generally cost about 5000gp when they are.
Spit: A Stickie possesses a ranged, natural touch attack with a 35ft range. It has no damage of its own, but applies acid.
Stickied (Ex): A foe affected by a Stickie’s acid, whether via spit, contact, or splat, must make a reflex save to avoid being trapped by the substance. They may use their strength modifier instead of their dexterity modifier for this check, but are Entangled if they fail. A character Entangled by this effect may not move, and loses their dexterity modifier to AC. They may make a new saving throw each round, but are trapped until they either pass, or an adjacent ally spends a full round action to free them.
The save DC for this ability is 13. It is Constitution based.
Stickie Slimegirl
Stickie slimegirls usually use their slime as a thrown projectile, rather than spitting it or the like. Stickiegirls are slightly hardier than their dumber counterparts, but still not as strong as even a common slimegirl.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Stickie slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Spit, Stickied, (plus others from Slime subtype)
Abilities: -2 Str, +2 Dex, -2 Int, +2 Cha
Level Adjustment: +2
Stickie slimegirls are often pranksters, and are only rarely found outside of slime swarms. They serve as support when the hive is attacked, and often advance in classes specialising in buffs and debuffs.
Spit: A Stickie possesses a ranged, natural touch attack with a range equal to 10ft+5ft per effective character level. It has no damage of its own, but applies acid.
Stickied (Ex): A foe affected by a Stickie’s acid, whether via spit, contact, or splat, must make a reflex save to avoid being trapped by the substance. They may use their strength modifier instead of their dexterity modifier for this check, but are Entangled if they fail. A character Entangled by this effect may not move, and loses their dexterity modifier to AC. They may make a new saving throw each round, but are trapped until they either pass, or an adjacent ally spends a full round action to free them.
The save DC for this ability is 10+1/2 ECL+con mod.
Meltie Slime
As their name implies, Melties are far, far more acidic than most. They can break down even diamonds when they swallow them, and can spit or project vicious clouds of destructive acid. When they are destroyed, the burst of liquid often risks death for their killer. Melties are used to break through tough barriers when expanding the hive’s territory, or to slay dangerous monsters and bring them back to the hive. Usually, they are orange, and can be identified by a soft hissing, and the occasional release of a spurt of acid or bubbles from their body.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 5d10+10 (37hp)
Initiative: +0
Speed: 20ft
Armor Class: 12 (+2 Natural Armor)
Base Attack/Grapple: +3/+2
Attack: slam +2 melee (1d3-1 + 2d6+7 acid, absorb) OR spit +4 ranged (35ft) (2d6+7 acid)
Full Attack: slam +2 melee (1d3-1 + 2d6+7 acid, absorb) OR spit +4 ranged (35ft) (2d6+7 acid)
Space/Reach: 5ft/5ft
Special Attacks: Spit, Strong Acid
Special Qualities: Slime traits
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 8, Dex 10, Con 14, Int 1, Wis 8, Cha 12
Skills: Survival+8
Feats: Toughness, Weapon Focus (Spit)
Environment: Any, often mountainous valleys
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 4
Treasure: Standard
Alignment: True Neutral
Advancement: 6-9HD (Medium), 10-18HD (Large), 19-27HD (Huge)
Level Adjustment: -
Melties, surprisingly enough, are not intended so much as a defense mechanism as a more effective hunter, capable of obtaining minerals common slimes couldn’t. However, they do not shy away from fights, and will spit acid as they close in, before attempting to absorb foes. Rarely domesticated, they fetch low prices, unless trained to control their acid, which skyrockets the price to stand in the tens of thousands of gold pieces.
Spit: A Stickie possesses a ranged, natural touch attack with a 35ft range. It has no damage of its own, but applies acid.
Strong Acid (Ex): The acid of a Meltie slime is far stronger than most, dealing 2d6+7 damage. Otherwise, this ability is identical to the Acid ability.
Meltie Slimegirl
Meltie slimegirls have the ability to control the power of their acid, reducing it to harmless or a tiny sting at will, or to have it retain all the power of their counterparts. This renders Meltiegirls far less dangerous to members of their own swarm, typically only being dangerous in the heat of combat.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Meltie slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Spit, Strong Acid (plus others from Slime subtype)
Abilities: -2 Str, +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +3
Meltie slimegirls love a challenge, and fights are often challenging. They often take martial classes, and treat their weapons to make them resist acid.
Spit: A Meltie possesses a ranged, natural touch attack with a range equal to 10ft+5ft per effective character level. It has no damage of its own, but applies acid.
Strong Acid: The acid of a Meltie slimegirl is far stronger than most. They deal damage as if they were four sizes greater, and add their ECL to the damage dealt. This gives 2d6+Con mod+ECL damage for a Medium Meltie slimegirl. This ability is otherwise identical to the Acid ability.
Biter Slime
Biters are strange for many reasons. Among all the common slimes, they are strange for being almost entirely carnivorous. While they are primarily blue, their translucent bodies are filled with shards of sharp white bone. They are the warriors of a slime hive, sent to slay and devour intruders, to shred them and melt them to nothing. Their sharp bone fragments are used as teeth, to slash and grind and bite.
Some scientists with a fondness for patterns believe Biters should be referred to as ‘Bities’, or even ‘Toothies’, but the common argument is that they’re too dangerous to get a cute name-an argument that follows for several of the larger and more deadly breeds.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 7d10+21 (62hp)
Initiative: +5
Speed: 25ft
Armor Class: 14 (+3 Natural Armor, +1 Dex)
Base Attack/Grapple: +5/+6
Attack: bite +7 melee (1d6+1 (x3) + 1d6+3 acid, +1 con, improved grab) OR slam +6 melee (1d3+1 + 1d6+3 acid, absorb)
Full Attack: bite +7 melee (1d6+1 (x3) + 1d6+3 acid, +1 con, improved grab) OR slam +6 melee (1d3+1 + 1d6+3 acid, absorb) (See Vicious Pounce)
Space/Reach: 5ft/5ft
Special Attacks: Vicious Pounce, Improved Grab
Special Qualities: Slime traits
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 12, Dex 12, Con 16, Int 1, Wis 8, Cha 12
Skills: Survival+10
Feats: Toughness, Improved Initiative, Weapon Focus (Bite)
Environment: Any, often mountains
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 5
Treasure: Standard
Alignment: True Neutral
Advancement: 8-13HD (Medium), 14-26HD (Large), 27-39HD (Huge)
Level Adjustment: -
Biters are aggressive warrior creatures, sent to kill and eat those who would harm the hive. When domesticated, they sell for upwards of 15000gp.
Vicious Pounce (Ex): When abiter makes a charge, it can follow with a full attack using both its slam and bite attacks at no penalty. Normally, a biter cannot use its slam and bite attacks at the same time as they are both primary attacks.
Rip and Tear (Ex): A Biter’s bite attack is treated as if it had the Wounding property – it deals 1 point of Constitution damage from blood loss when it hits a creature.
Improved Grab (Ex): When a Biter hits a foe with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
It may use its Improved Grab attack against any foe of its size or smaller. It has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
Each successful grapple check it makes during successive rounds automatically deals maximised bite damage, as well as applying acid and Rip and Tear.
When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
A creature cannot be affected by both Improved Grab and Absorb at the same time, but the Biter may begin Absorbing a grabbed foe in any round where it successfully grapples.
Biter Slimegirl
Biter slimegirls are feared for their control. They can bind the sharpened bones together, creating protrusions that serve as horns, claws, or even weapons that they can wield. Bitegirls are also the breed that tend to disturb humanoids most-being carnivorous and deeply hungry, they can and will eat anything that invades the hive, including other humanoids. They rarely see anything wrong with this.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Biter slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character, and a bite attack, dealing 1d6+Str mod damage for a medium character with a x3 critical damage multiplier.
Special: Fangshaping, Rip and Tear, Improved Grab (plus others from Slime subtype)
Abilities: +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +3
Rip and Tear (Ex): A Biter slimegirl’s bite attack, as well as attacks made with weapons made by Fangshaping, are treated as if they had the Wounding property – they deal 1 point of Constitution damage from blood loss when they hit a creature.
Improved Grab (Ex): When a Biter hits a foe with her bite attack, she deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
She may use her Improved Grab attack against any foe of her size or smaller. She has the option to conduct the grapple normally, or simply use the part of its body she used in the improved grab to hold the opponent. If she chooses to do the latter, she takes a -20 penalty on grapple checks, but is not considered grappled herself; she does not lose her Dexterity bonus to AC, still threatens an area, and can use her remaining attacks against other opponents.
Each successful grapple check she makes during successive rounds automatically deals maximised bite damage, as well as applying acid and Rip and Tear.
When a creature gets a hold after an improved grab attack, she pulls the opponent into her space. This act does not provoke attacks of opportunity. She can even move (possibly carrying away the opponent), provided she can drag the opponent’s weight.
A creature cannot be affected by both Improved Grab and Absorb at the same time, but the Biter may begin Absorbing a grabbed foe in any round where she successfully grapples.
Fangshaping (Su): As a swift action, a Biter slimegirl may manipulate their teeth to form a manufactured or natural weapon, forming the former in their hand or the latter on their body. They may only make manufactured weapons they are proficient with, and must make an appropriate craft check. While they may give away these weapons with impunity, doing so forces them to have a good meal and a period of rest to regenerate the appropriate minerals and form new teeth.
Messie/Clutter Slime
Messies are a terror to those who would attack slimes, and a godsend to the enterprising merchants who try to sell them as pets. They possess the ability to spit what appear to be small slimes, allowing them to cling to a target, slowing them. With repeated use, this ability can entirely immobilise a target. What’s more, these small slimes can absorb food and grow as well, and, on reaching the size of a normal full slime, become another Messie. However, all of these slimes are guided by the same intelligence, and will eventually recombine, allowing the original slime to reproduce, if she has gained enough mass. Both Messies and their mimicked spawn are a light lavender. As well as being used to defend the hive, they can gather nutrients far faster than most, by virtue of being in more than one place at a time.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 8d10+32 (87hp)
Initiative: +1
Speed: 20ft
Armor Class: 15 (+4 Natural Armor, +1 Dex)
Base Attack/Grapple: +6/+10
Attack: slam +6 melee (1d3+1 + 1d6+4 acid, absorb) OR Spawn Spit +8 ranged (50ft) (1d3 + Spawn Spit)
Full Attack: slam +6 melee (1d3+1 + 1d6+4 acid, absorb) OR Spawn Spit +8 ranged (50ft) (1d3 + Spawn Spit)
Space/Reach: 5ft/5ft
Special Attacks: Spawn Spit
Special Qualities: Slime traits
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 10, Dex 12, Con 18, Int 1, Wis 8, Cha 12
Skills: Survival+11
Feats: Toughness, Improved Grapple (B), Weapon Focus (Spawn Spit), Improved Toughness
Environment: Any, often mountains
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 6
Treasure: Standard
Alignment: True Neutral
Advancement: 9-15HD (Medium), 16-30HD (Large), 31-45HD (Huge)
Level Adjustment: -
Messies invariably fight by spitting spawn at their foes, before closing to support them. Domesticated Messies are highly valued, and sell for sums of over 25000gp – and often vastly more for the first domesticated Messie in an area.
Spawn Spit (Ex): By sacrificing 4hp as an attack action, a Messie can spit a small slime at a foe. This requires a ranged touch attack, and has 50ft range. On a hit, the slime may immediately make a grapple check as a free action without suffering an attack of opportunity. If it fails, it remains attached, but the target suffers no ill effects, apart from acid damage, and must succeed at a grapple check at a -12 penalty to remove it.
Spawn Slime
Size/Type: Tiny Magical Beast (Slime)
Hit Dice: 1d10+1 (9hp)
Initiative: +3
Speed: 15ft
Armor Class: 16 (+1 Natural Armor, +3 Dex, +2 size)
Base Attack/Grapple: +0/-8
Attack: slam -2 melee (1 + 1d3+1 acid, absorb)
Full Attack: slam -2 melee (1 + 1d3+1 acid, absorb)
Space/Reach: 2.5ft/0ft
Special Attacks: Swarm
Special Qualities: Slime traits
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 2, Dex 16, Con 12, Int 1, Wis 8, Cha 12
Skills: None
Feats: Toughness, Improved Grapple (B)
Alignment: True Neutral
Advancement: 2-3HD (Tiny), 4-7HD (Small), 8HD+ (Becomes a full Messie)
Swarm (Ex): When launched at a target, a Spawn Slime may immediately make a grapple check as a free action without suffering an attack of opportunity. If it fails, it remains attached, but the target suffers no ill effects, apart from acid damage, and must succeed at a grapple check at a -12 penalty to remove it. A Spawn Slime gains a +3 bonus on all grapple checks for each other Spawn Slime attached to its target. If a target is successfully grappled, it is knocked prone, and may not move until it removes the Spawn Slimes. It loses its dexterity bonus to AC.
Messie/Clutter Slimegirl
Messie slimegirls are capable of the same, generally spitting the seeds of slime. Being larger, Cluttergirls require far more food to actually reproduce using their ability. What’s more, this method of reproduction produces slimegirls in only the rarest of situations.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Messie slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Spawn Spit (plus others from Slime subtype)
Abilities: +2 Dex, +4 Con, -2 Int, +2 Cha
Level Adjustment: +3
Messie Slimegirls tend to dote upon the tiny slimes they create.
Spawn Spit (Ex): By sacrificing 3hp, a Messie can spit a small slime at a foe. This requires a ranged touch attack. On a hit, the slime may immediately make a grapple check as a free action without suffering an attack of opportunity. If it fails, it remains attached, but the target suffers no ill effects, apart from acid damage, and must succeed at a grapple check at a -12 penalty to remove it.
Spawn Slime
Size/Type: Tiny Magical Beast (Slime)
Hit Dice: 1d10+1 (9hp)
Initiative: +3
Speed: 15ft
Armor Class: 16 (+1 Natural Armor, +3 Dex, +2 size)
Base Attack/Grapple: +0/-8
Attack: slam -2 melee (1 + 1d3+1 acid, absorb)
Full Attack: slam -2 melee (1 + 1d3+1 acid, absorb)
Space/Reach: 2.5ft/0ft
Special Attacks: Swarm
Special Qualities: Slime traits
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 2, Dex 16, Con 12, Int 1, Wis 8, Cha 12
Skills: None
Feats: Toughness, Improved Grapple (B)
Alignment: True Neutral
Advancement: 2-3HD (Tiny), 4-7HD (Small), 8HD+ (Becomes a full Messie)
Swarm (Ex): When launched at a target, a Spawn Slime may immediately make a grapple check as a free action without suffering an attack of opportunity. If it fails, it remains attached, but the target suffers no ill effects, apart from acid damage, and must succeed at a grapple check at a -12 penalty to remove it. A Spawn Slime gains a +3 bonus on all grapple checks for each other Spawn Slime attached to its target. If a target is successfully grappled, it is knocked prone, and may not move until it removes the Spawn Slimes. It loses its dexterity bonus to AC.
Inkie Slime
Inkies, as their name suggests, have goo with similar properties to ink. This black slime is slippery, and entirely opaque. Inkies have excellent aim, and generally attempt to squirt their ink at the eyes of anyone who poses a risk to the hive. An Inkie’s main weakness is extreme flammability-they don’t get on with Torchies.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 8d10+27 (68hp)
Initiative: +3
Speed: 35ft
Armor Class: 16 (+3 Natural Armor, +3 Dex)
Base Attack/Grapple: +6/+6
Attack: slam +6 melee (1d3+1 + 1d6+3 acid, absorb) OR +9 spit +9 ranged (50ft) (1d6+3 acid + Ink’d)
Full Attack: slam +6 melee (1d3+1 + 1d6+3 acid, absorb) OR +9 spit +9 ranged (50ft) (1d6+3 acid + Ink’d)
Space/Reach: 5ft/5ft
Special Attacks: Ink’d, Spit
Special Qualities: Slime traits, Vulnerability to Fire
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 10, Dex 16, Con 16, Int 1, Wis 8, Cha 12
Skills: Survival+11
Feats: Toughness, Far Shot, Precise Shot
Environment: Any, often mountains
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 5
Treasure: Standard
Alignment: True Neutral
Advancement: 9-15HD (Medium), 16-30HD (Large), 31-45HD (Huge)
Level Adjustment: -
Inkies are similar to Stickies, in that they are used in co-operation with other breeds of slime. On the market, they generally sell for about 8000gp.
Spit (Ex): An Inkie possesses a ranged, natural touch attack with a 50ft range (Increased to 75ft by Far Shot). It has no damage of its own, but applies acid and Ink’d. An Inkie may target a square with its Spit to use the latter version of Ink’d.
Ink’d (Ex): A foe hurt by an Inkie’s acid must make a reflex save at DC 17 or be blinded for 1d4+3 rounds. They suffer acid damage on each of these rounds. (Obviously, this acid damage does not reapply Ink’d.)
Alternatively, an Inkie may target the ground. If they do, that square is affected as per the Grease spell.
Inkie Slimegirl
Inkie slimegirls often look imposing, what with a body as black as night and the ability to blind at a distance. Inkiegirls tend to try to keep themselves as large as possible, attempting to keep this impression going.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: An Inkie slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Spit, Ink’d, Vulnerability to Fire (plus others from Slime subtype)
Abilities: +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +3
Inkie slimegirls often enjoy dramatics, and have a tendency to illusions.
Spit (Ex): An Inkiegirl possesses a ranged, natural touch attack with a 10ft+5ft/ECL. It has no damage of its own, but applies acid and Ink’d. An Inkie may target a square with her Spit to use the latter version of Ink’d.
Ink’d (Ex): A foe hurt by an Inkie’s acid must make a reflex save at DC 10+1/2ECL+con mod or be blinded for 1d4+con mod rounds. They suffer acid damage on each of these rounds. (Obviously, this acid damage does not reapply Ink’d.)
Sharp Slime
Sharps have greater control of their goo’s form than most slimes, and are capable of forming spikes upon their skin, rolling to skewer threats. They also possess the ability to generate electricity, and their goo reacts to the current by hardening into a metallic coating. Together, these two powers let them become a rolling ball of vicious spikes, although they find it difficult to control direction. Sharps are generally used as a defence mechanism, due to their above-average sensory ability. This spike generation uses a lot of energy, so they only do it while they can see a threat. Sharps are a teal colour, and appear metallic while their slime is hardened.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 10d10+43 (72hp)
Initiative: +1
Speed: 40ft
Armor Class: 16 (+3 Natural Armor, +3 Dex)
Base Attack/Grapple: +7/+9
Attack: slam +9 melee (1d4+3 + 1d8+3 acid, absorb)
Full Attack: slam +9 melee (1d4+3 + 1d8+3 acid, absorb)
Space/Reach: 5ft/5ft
Special Attacks: Rolling Thunder, Lightning Flow
Special Qualities: Slime traits
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 14, Dex 12, Con 16, Int 1, Wis 8, Cha 12
Skills: Survival+13
Feats: Toughness, Dodge, Improved Toughness, Mobility
Environment: Any, often mountains
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 7
Treasure: Standard
Alignment: True Neutral
Advancement: 11-19HD (Medium), 20-38HD (Large), 39-57HD (Huge)
Level Adjustment: -
Sharps are one of the breeds optimised for battle. In combat, they tend to activate their rolling thunder and lightning flow abilities, before attempting to roll over all opposition.
Lightning Flow (Su): As a swift action, the Sharp runs an electrical current over its body. This reacts with the slime in its form to create a metallic coating covered in grand spikes. It is treated as having armor spikes sized for a creature twice its size (dealing 2d6 damage for a medium slime), and deals 1d6 electricity damage on contact. These armor spikes have a x3 critical damage multiplier.
In addition, this armor gives it DR 10/-, and a +5 bonus to natural armor. This ability lasts until the Sharp dismisses it, which it will not do until it no longer sees any foes.
Rolling Thunder (Ex): As a full round action, the Sharp can make an attack similar to a Trample attack. They move twice their speed, although they may not change the direction they face by more than 90° over the course of this movement. Any foe of their size or smaller can be moved through as this action. A foe moved through in this way has the choice to either dodge out of the way, making a DC 17 reflex save, or make an attack of opportunity at a -4 penalty. If they fail the save, or make an AoO and do not kill the slime, they suffer damage equal to the slime's slam damage plus the damage of his armor spikes. Usually, a Sharp that starts rolling will continue doing so until it cannot see any foes.
A Sharp can only use Rolling Thunder while its Lightning Flow ability is active.
Sharp Slimegirl
Sharp slimegirls bear the same abilities, and are sometimes capable of delivering a slight shock to those that they touch. Beyond this, Sharpgirls have even greater control of their form, capable of producing weapons, armor, or many other things, and can generate a current over only certain parts of their body.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Sharp slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Lightning Flow, Rolling Thunder (plus others from Slime subtype)
Abilities: +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +4
Sharp slimegirls can shape armor and weapons from their metallic skin, and even project small amounts of electricity.
Lightning Flow (Su): As a swift action, the Sharp runs an electrical current over her body. This reacts with the slime in her form to create a metallic coating covered in grand spikes. She is treated as having armor spikes sized for a creature twice her size (dealing 2d6 damage for a medium slimegirl), and deals 1d6 electricity damage on contact. These armor spikes have a x3 critical damage multiplier.
In addition, this armor gives it DR character level/-, and a bonus to natural armor of half that amount. This ability lasts until the Sharp dismisses it. While it is active, the Sharp may project a spark of electricity, dealing Dex mod damage, plus 1d6 damage per three character levels, with a range of 30ft+5ft per two character levels. This is a ranged touch attack.
Rolling Thunder (Ex): As a full round action, the Sharp can make an attack similar to a Trample attack. They move twice their speed, although they may not change the direction they face by more than 90° over the course of this movement. Any foe of their size or smaller can be moved through as this action. A foe moved through in this way has the choice to either dodge out of the way, making a DC reflex save with DC 10+1/2 character level+Str mod, or make an attack of opportunity at a -4 penalty. If they fail the save, or make an AoO and do not kill the slimegirl, they suffer damage equal to the slime's slam damage plus the damage of her armor spikes. Usually, a Sharp that starts rolling will continue doing so until she cannot see any foes.
A Sharp can only use Rolling Thunder while its Lightning Flow ability is active.
Metalshaping: With an appropriate craft check, a sharp can form any weapon, armor, shield, or appropriate weapon of mundane metal that she can use. These items must remain attached to her form, and cannot be disarmed or given away.
Fuzzie Slime
Fuzzies are the only known slimes to possess fur. Their entire slime, which is a very light brown, is covered in a thick fur. This fur makes them warmer than other slimes, and is thick enough to defend them from minor dangers. As well as this fur, Fuzzies are related to Biters, and have several rows of wickedly barbed teeth, as well as excellent reflexes. Like Biters, they are used to defend the hive. Originally named from a distance, some biologists campaign for a less patterned name, to fit the more serious names of other dangerous species, like Biters, Sharps, and most large slimes.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 10d10+43 (72hp)
Initiative: +6
Speed: 40ft
Armor Class: 16 (+3 Natural Armor, +3 Dex)
Base Attack/Grapple: +7/+9
Attack: bite +10 melee (1d6+2 (19-20) + 1d8+3 acid, improved grab) OR slam +9 melee (1d3+2 + 1d8+3 acid, absorb)
Full Attack: bite +10 melee (1d6+2 (19-20) + 1d8+3 acid, +1 con, improved grab) OR slam +9 melee (1d3+2 + 1d8+3 acid, absorb) (See Vicious Pounce)
Space/Reach: 5ft/5ft
Special Attacks: Vicious Pounce, Improved Grab
Special Qualities: Fast Healing 3, Blood in the Water, Slime traits
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 14, Dex 14, Con 16, Int 1, Wis 8, Cha 12
Skills: Survival+13
Feats: Toughness, Weapon Focus (Bite), Improved Toughness, Improved Initiative
Environment: Any, often mountains
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 7
Treasure: Standard
Alignment: True Neutral
Advancement: 11-19HD (Medium), 20-38HD (Large), 39-57HD (Huge)
Level Adjustment: -
Fuzzies are vicious combatants, made to tear opponents to shreds. They heal rapidly from damage, making them unpleasant to fight.
Vicious Pounce (Ex):When a fuzzie makes a charge, it can follow with a full attack using both its slam and bite attacks at no penalty. Normally, a fuzzie cannot use its slam and bite attacks at the same time as they are both primary attacks.
Fast Healing (Ex): A Fuzzie has fast healing 3.
Blood in the Water (Ex): Whenever a fuzzie scores a critical hit, all fuzzies within sight gain a +1 competence bonus to attack and damage rolls. This stacks. If no fuzzie scores a critical hit for a minute, this bonus resets.
Fuzzie Slimegirl
Fuzzie slimegirls vary more than most. The vast majority have very long, thick hair, but no actual fur. Their gel tends to share its colour with human skin, allowing them to easily pass as humans for an unobservant viewer, at least until they show off their very sharp teeth. Their hair is usually brown, but it can be dyed by the same berries as other slimes, and sometimes matches the original colour for converted slimegirls. Some like to dye their hair and slime completely different colours.
Some other Fuzzgirls are in fact furred, but this is rarer.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Fuzzie slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character, and a bite attack, dealing 1d6+Str mod damage for a medium character with a 19-20 critical threat range.
Special: Fast Healing, Blood in the Water (plus others from Slime subtype)
Abilities: +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +3
Fuzzie slimegirls are almost invariably melee combatants, and favour weapons which can do horrific amounts of damage - such as their teeth.
As a note, a Fuzzie slimegirl suffers no penalties due to race when trying to disguise themselves as a member of their original race.
Fast Healing (Ex): A Fuzzie slimegirl has fast healing equal to her con modifier, minimum one.
Blood in the Water (Ex): Whenever a fuzzie scores a critical hit, all fuzzies within sight gain a +1 competence bonus to attack and damage rolls. This stacks. If no fuzzie scores a critical hit for a minute, this bonus resets.
Coming next: Frosties and Torchies!
Slimes
Slimes are odd creatures with a set of very simple cells. They are usually a mostly-liquid, viscous goo controlled by an intelligence equally spread out throughout the entire creature. A smaller slime becomes less intelligent, and they are usually not sentient-even a large slime of most subspecies is as most as smart as a domestic animal. The goo on the very surface can often be removed without effort, and will even fall away and remain on the ground, being a cool, wet liquid. This is ‘loose’ goo, created from excess food and energy, and does not harm the slime. Removing the goo not on the surface is painful, as it is an active part of the slime’s consciousness. Slimes have no real organs, and ‘see’ through a combination of light sensitivity and vibrations, developing a view of the world that, at short ranges, is as good as any humanoid. Slimes eat by absorption, pulling food and minerals into their body and breaking it down. They then produce additional goo, allowing them to grow. They reproduce when they have enough goo to split into two tiny slimes. Most slimes are capable of minor shapeshifting, changing from a blob to a pool, but little else.
Slightly more rare are slimegirls. Appearing as humanoid creatures entirely made of slime, they usually have a single colour, and are translucent. Effectively, they appear identical to a Slime, but in the shape of a humanoid. They are capable of changing into a gooey pool, or the same blob-shape as a normal slime, but retain their own intelligence and personality. They can also modify their appearance at will, although not by too far. Slimegirls that were once other races retain their own iris colours, but are otherwise identical. They often do not use their intelligence, and can appear stupid, ignorant, or at least a little slow until they are pushed, at which point they stop being a happy-go-lucky creature and become a person again. These passive traits mean that slimegirls only rarely continue to learn and improve in other areas, although there are always exceptions, and Queens often push them to keep up their habits, especially useful ones such as magic.
Other than these traits, they are very similar to their normal slime equivalents. They reproduce in the same way; by eating enough to birth other slimes. Rather than just growing in size, some slimegirls prefer to to lay eggs with hardened goo shells, after a ‘pregnancy’ of one month. These eggs will usually hatch after one month into slimes. Sometimes, albeit very rarely, they will take a second month, before hatching into a tiny slimegirl. Young slimegirls grow slower than slimes, but faster than most humanoids.
Slime Subtype
A creature with the slime subtype has many of the features of the Ooze type, and is treated as an ooze as well as its original type. This means it is a valid target of favoured enemy (Ooze), and takes bonus damage from spells such as Sunbeam, but a human slimegirl is still vulnerable to Charm Person.
They possess blindsight, generally with a range of 15ft+5ft/HD, have immunity to poison, sleep effects, paralysis, polymorph, and stunning, and are not subject to critical hits or flanking. They possess a natural armor bonus, usually equal to their constitution modifier, generally stemming from either the difficulty of damaging their body.
They invariably possess a very flexible form, capable of slipping through gaps that a liquid – albeit sometimes a thick liquid – could pass through, and are generally at least a little acidic.
However, they never have higher than a ¾ BAB, and have bad saving throws from hit dice.
They invariably have the following Absorb, Acid and Splat abilities, and almost always have the Combine ability.
Absorb (Ex): When a creature with this ability strikes a foe with a slam attack or unarmed strike, it may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Absorb usually works only against opponents at least one size category smaller than the creature. If a turn begins with a foe grappled in this way, the creature may absorb them. An absorbed creature is considered grappled, while the absorbing creature is not, and takes automatic acid damage each turn. An absorbed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of the interior of an absorbing creature is normally 10 + ½ its natural armor bonus, with no modifiers for size or Dexterity. If the absorbed creature escapes the grapple or cuts its way out, it is free to act, unless grappled again.
A creature generally has room for only one creature of the maximum size within itself, or two of the size below, etc.
In addition, a slime grows by eating. A full meal – a patch of berries, a small seam of minerals, a patch of vines, or a small absorbed creature – grants them one additional hit die after they next rest. Alternatively, they can heal 1d10+con mod health from eating a meal.
Slimegirls grow similarly, but instead of gaining hit dice, gain 1d10+con mod temporary health whenever they gain a meal of this kind at full health.
A slime cannot gain sustenance from magically summoned food more than once a day.
When a slime has as many bonus HD from this ability as their subspecies has as base, they almost always split off a new slime, losing the bonus HD. Similarly, when a slimegirl has as many temporary HP from this ability as the average HP of a slime of their subspecies, they split off a slime and lose the temporary HP. On rare occasions, a slimegirl can instead force upon themself a type of pregnancy, or lay an odd egg of hardened slime, which eventually produces another slimegirl. Like normal pregnancy, this is better dealt with by talking things through with your DM than with rules.
Acid (Ex): On physical contact, and at the beginning of each round for an Absorbed foe, a slime deals acid damage. This damage is based on hit dice, dealing 1d3 for a slime of 1 HD and increasing damage as if by size for each third hit dice/character level thereafter. It also adds the slime’s Constitution modifier to damage. Slimegirls can suppress and reactivate this ability as a free action, even on someone else’s turn.
Splat (Ex): When killed, a slime generally pops in an almost explosive fashion, spreading acid all around. All foes within 10ft+5ft/2HD or character levels suffer damage equal to twice the Slime’s acid damage, including the effects of any abilities that affect their acid. A successful reflex save halves the damage, and negates any unwanted additional effects. Splat does not affect a creature’s ability to be resurrected, although it can make the slime difficult to gather.
Combine (Ex): Slimes can combine with others of their own kind, increasing their size, and therefore direct power. Two slimes can only combine if their total HD would push them to the next size category, and are never guaranteed to do so.
Ie, a DM can confront his players with Biters without needing to come up with a reason they do not form a Horror.
This increases their statistics as normal, including the potency of their acid.
Combined slimegirls can possess both personalities, a fusion, or many other circumstances. Generally, they lose class levels while combined, but exceptions exist.
Gloopie, Common or Lime Slime
The most common form of slime is a small slime often known as a Gloopie, but more commonly just referred to as ‘a slime’. They present very little threat to humanoids, as they are too small to engulf them, and their acid is not strong enough to harm without long exposure times. Naturally, their slime is green. Their purpose for the hive is usually to hunt and absorb nutrients, as well as to tunnel out new areas. Of course, they can only capture small prey, unless they combine to form a larger slime.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 3d10+9 (25hp)
Initiative: +0
Speed: 20ft
Armor Class: 12 (+2 Natural Armor)
Base Attack/Grapple: +2/+1
Attack: slam +1 melee (1d3-1 + 1d3+2 nonlethal acid, absorb)
Full Attack: slam +1 melee (1d3-1 + 1d3+2 nonlethal acid, absorb)
Space/Reach: 5ft/5ft
Special Attacks: Weak Acid
Special Qualities: Slime traits
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 8, Dex 10, Con 14, Int 1, Wis 8, Cha 12
Skills: Survival +6
Feats: Toughness, Lightning Reflexes
Environment: Any, often mountainous
Organization: Solo, Squish (3-5), Squelch (10-50)
Challenge Rating: 2
Treasure: Standard
Alignment: True Neutral
Advancement: 4-5HD (Medium), 6-10HD (Large), 11-15HD (Huge)
Level Adjustment: -
Common slimes are unaggressive to creatures too large to eat, but will attempt to flee or defend themselves if attacked. When domesticated, they sell for about 1000gp.
Weak Acid (Ex): The acid of a Common slimegirl is very weak. While it is affected by effects applying to acid damage, it deals nonlethal damage in all circumstances except two. A creature which is already unconscious from nonlethal damage is deal acid damage by a common slime, as is a creature absorbed by the slime. Otherwise, it is identical to the normal Acid ability of a Slime.
Combine: When common slimes combine to a larger form, they are known as an Oozie. Oozies lose the Weak Acid ability and gain the normal Acid ability. Under normal circumstances, Oozies do not grow larger when they combine – they form a Gray or Steel Slime with half the total HD they would possess instead.
Common/Lime Slimegirl
Common slimegirls are far less common, proportionally, than common slimes. Slightly larger than slimes, they’re capable of hunting and acquiring slightly larger food. An intelligent common slimegirl was the one to discover a family of brightly coloured berries that react to the compounds in slime physiology, changing the colour of their slime. Like their inhuman equivalent, common slimegirls are naturally green, but they make copious use of the berries, and choose colours as an aesthetic choice, much like a humanoid might dye their hair.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Common slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Weak Acid (plus others from Slime subtype)
Abilities: -2 Str, +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +2
Common slimegirls are friendly and affectionate, and have been seen in urban populations as performers, errand runners, as well as slaves and pets. If attacked, they generally flee, but otherwise defend themselves in the same way as their unintelligent brethren. They only rarely take character classes, and favour rogues.
Weak Acid (Ex): The acid of a Common slimegirl is very weak. While it is affected by effects applying to acid damage, it deals nonlethal damage in all circumstances except two. A creature which is already unconscious from nonlethal damage is deal acid damage by a common slimegirl, as is a creature absorbed by the slime.
Combine: When common slimegirls combine to a larger form, they are known as an Oozie. Oozies lose the Weak Acid ability and gain the normal Acid ability. Under normal circumstances, Oozies do not grow larger when they combine – they form a Gray or Steel Slimegirl with half the total HD they would possess instead.
Stickie or Yellow Slime
A Stickie is unlike most other breeds of slime due to one simple and highly obvious reason-their stickiness. While other slimes only stick to their own gooey form, Stickies will stick to anything and everything. They are capable of ‘weaponizing’ this, spraying slime with the consistency of glue onto a target, holding them in place so more dangerous slimes can arrive-or the weaker ones can swarm them. Stickies are usually yellow. However, their gel is a little fragile, and they are weaker than most other slimes.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 5d10+8 (35hp)
Initiative: +0
Speed: 20ft
Armor Class: 11 (+1 Natural Armor)
Base Attack/Grapple: +3/+2
Attack: slam +2 melee (1d3-1 + 1d4+1 acid, absorb, Stickied) OR spit +4 ranged (35ft) (1d4+1 acid, Stickied)
Full Attack: slam +2 melee (1d3-1 + 1d4+1 acid, absorb, Stickied) OR spit +4 ranged (35ft) (1d4+1 acid, Stickied)
Space/Reach: 5ft/5ft
Special Attacks: Spit, Stickied
Special Qualities: Slime traits
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 8, Dex 10, Con 12, Int 1, Wis 8, Cha 12
Skills: Survival +8
Feats: Toughness, Weapon Focus (Spit)
Environment: Any, often mountainous valleys
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 3
Treasure: Standard
Alignment: True Neutral
Advancement: 6-9HD (Medium), 10-18HD (Large), 19-27HD (Huge)
Level Adjustment: -
Stickie slimes are a defensive species, using their glue-like slime to trap foes and to hunt, allowing other slimes to defeat foes they could not. They are rarely sold, and generally cost about 5000gp when they are.
Spit: A Stickie possesses a ranged, natural touch attack with a 35ft range. It has no damage of its own, but applies acid.
Stickied (Ex): A foe affected by a Stickie’s acid, whether via spit, contact, or splat, must make a reflex save to avoid being trapped by the substance. They may use their strength modifier instead of their dexterity modifier for this check, but are Entangled if they fail. A character Entangled by this effect may not move, and loses their dexterity modifier to AC. They may make a new saving throw each round, but are trapped until they either pass, or an adjacent ally spends a full round action to free them.
The save DC for this ability is 13. It is Constitution based.
Stickie Slimegirl
Stickie slimegirls usually use their slime as a thrown projectile, rather than spitting it or the like. Stickiegirls are slightly hardier than their dumber counterparts, but still not as strong as even a common slimegirl.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Stickie slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Spit, Stickied, (plus others from Slime subtype)
Abilities: -2 Str, +2 Dex, -2 Int, +2 Cha
Level Adjustment: +2
Stickie slimegirls are often pranksters, and are only rarely found outside of slime swarms. They serve as support when the hive is attacked, and often advance in classes specialising in buffs and debuffs.
Spit: A Stickie possesses a ranged, natural touch attack with a range equal to 10ft+5ft per effective character level. It has no damage of its own, but applies acid.
Stickied (Ex): A foe affected by a Stickie’s acid, whether via spit, contact, or splat, must make a reflex save to avoid being trapped by the substance. They may use their strength modifier instead of their dexterity modifier for this check, but are Entangled if they fail. A character Entangled by this effect may not move, and loses their dexterity modifier to AC. They may make a new saving throw each round, but are trapped until they either pass, or an adjacent ally spends a full round action to free them.
The save DC for this ability is 10+1/2 ECL+con mod.
Meltie Slime
As their name implies, Melties are far, far more acidic than most. They can break down even diamonds when they swallow them, and can spit or project vicious clouds of destructive acid. When they are destroyed, the burst of liquid often risks death for their killer. Melties are used to break through tough barriers when expanding the hive’s territory, or to slay dangerous monsters and bring them back to the hive. Usually, they are orange, and can be identified by a soft hissing, and the occasional release of a spurt of acid or bubbles from their body.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 5d10+10 (37hp)
Initiative: +0
Speed: 20ft
Armor Class: 12 (+2 Natural Armor)
Base Attack/Grapple: +3/+2
Attack: slam +2 melee (1d3-1 + 2d6+7 acid, absorb) OR spit +4 ranged (35ft) (2d6+7 acid)
Full Attack: slam +2 melee (1d3-1 + 2d6+7 acid, absorb) OR spit +4 ranged (35ft) (2d6+7 acid)
Space/Reach: 5ft/5ft
Special Attacks: Spit, Strong Acid
Special Qualities: Slime traits
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 8, Dex 10, Con 14, Int 1, Wis 8, Cha 12
Skills: Survival+8
Feats: Toughness, Weapon Focus (Spit)
Environment: Any, often mountainous valleys
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 4
Treasure: Standard
Alignment: True Neutral
Advancement: 6-9HD (Medium), 10-18HD (Large), 19-27HD (Huge)
Level Adjustment: -
Melties, surprisingly enough, are not intended so much as a defense mechanism as a more effective hunter, capable of obtaining minerals common slimes couldn’t. However, they do not shy away from fights, and will spit acid as they close in, before attempting to absorb foes. Rarely domesticated, they fetch low prices, unless trained to control their acid, which skyrockets the price to stand in the tens of thousands of gold pieces.
Spit: A Stickie possesses a ranged, natural touch attack with a 35ft range. It has no damage of its own, but applies acid.
Strong Acid (Ex): The acid of a Meltie slime is far stronger than most, dealing 2d6+7 damage. Otherwise, this ability is identical to the Acid ability.
Meltie Slimegirl
Meltie slimegirls have the ability to control the power of their acid, reducing it to harmless or a tiny sting at will, or to have it retain all the power of their counterparts. This renders Meltiegirls far less dangerous to members of their own swarm, typically only being dangerous in the heat of combat.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Meltie slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Spit, Strong Acid (plus others from Slime subtype)
Abilities: -2 Str, +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +3
Meltie slimegirls love a challenge, and fights are often challenging. They often take martial classes, and treat their weapons to make them resist acid.
Spit: A Meltie possesses a ranged, natural touch attack with a range equal to 10ft+5ft per effective character level. It has no damage of its own, but applies acid.
Strong Acid: The acid of a Meltie slimegirl is far stronger than most. They deal damage as if they were four sizes greater, and add their ECL to the damage dealt. This gives 2d6+Con mod+ECL damage for a Medium Meltie slimegirl. This ability is otherwise identical to the Acid ability.
Biter Slime
Biters are strange for many reasons. Among all the common slimes, they are strange for being almost entirely carnivorous. While they are primarily blue, their translucent bodies are filled with shards of sharp white bone. They are the warriors of a slime hive, sent to slay and devour intruders, to shred them and melt them to nothing. Their sharp bone fragments are used as teeth, to slash and grind and bite.
Some scientists with a fondness for patterns believe Biters should be referred to as ‘Bities’, or even ‘Toothies’, but the common argument is that they’re too dangerous to get a cute name-an argument that follows for several of the larger and more deadly breeds.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 7d10+21 (62hp)
Initiative: +5
Speed: 25ft
Armor Class: 14 (+3 Natural Armor, +1 Dex)
Base Attack/Grapple: +5/+6
Attack: bite +7 melee (1d6+1 (x3) + 1d6+3 acid, +1 con, improved grab) OR slam +6 melee (1d3+1 + 1d6+3 acid, absorb)
Full Attack: bite +7 melee (1d6+1 (x3) + 1d6+3 acid, +1 con, improved grab) OR slam +6 melee (1d3+1 + 1d6+3 acid, absorb) (See Vicious Pounce)
Space/Reach: 5ft/5ft
Special Attacks: Vicious Pounce, Improved Grab
Special Qualities: Slime traits
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 12, Dex 12, Con 16, Int 1, Wis 8, Cha 12
Skills: Survival+10
Feats: Toughness, Improved Initiative, Weapon Focus (Bite)
Environment: Any, often mountains
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 5
Treasure: Standard
Alignment: True Neutral
Advancement: 8-13HD (Medium), 14-26HD (Large), 27-39HD (Huge)
Level Adjustment: -
Biters are aggressive warrior creatures, sent to kill and eat those who would harm the hive. When domesticated, they sell for upwards of 15000gp.
Vicious Pounce (Ex): When abiter makes a charge, it can follow with a full attack using both its slam and bite attacks at no penalty. Normally, a biter cannot use its slam and bite attacks at the same time as they are both primary attacks.
Rip and Tear (Ex): A Biter’s bite attack is treated as if it had the Wounding property – it deals 1 point of Constitution damage from blood loss when it hits a creature.
Improved Grab (Ex): When a Biter hits a foe with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
It may use its Improved Grab attack against any foe of its size or smaller. It has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
Each successful grapple check it makes during successive rounds automatically deals maximised bite damage, as well as applying acid and Rip and Tear.
When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
A creature cannot be affected by both Improved Grab and Absorb at the same time, but the Biter may begin Absorbing a grabbed foe in any round where it successfully grapples.
Biter Slimegirl
Biter slimegirls are feared for their control. They can bind the sharpened bones together, creating protrusions that serve as horns, claws, or even weapons that they can wield. Bitegirls are also the breed that tend to disturb humanoids most-being carnivorous and deeply hungry, they can and will eat anything that invades the hive, including other humanoids. They rarely see anything wrong with this.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Biter slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character, and a bite attack, dealing 1d6+Str mod damage for a medium character with a x3 critical damage multiplier.
Special: Fangshaping, Rip and Tear, Improved Grab (plus others from Slime subtype)
Abilities: +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +3
Rip and Tear (Ex): A Biter slimegirl’s bite attack, as well as attacks made with weapons made by Fangshaping, are treated as if they had the Wounding property – they deal 1 point of Constitution damage from blood loss when they hit a creature.
Improved Grab (Ex): When a Biter hits a foe with her bite attack, she deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
She may use her Improved Grab attack against any foe of her size or smaller. She has the option to conduct the grapple normally, or simply use the part of its body she used in the improved grab to hold the opponent. If she chooses to do the latter, she takes a -20 penalty on grapple checks, but is not considered grappled herself; she does not lose her Dexterity bonus to AC, still threatens an area, and can use her remaining attacks against other opponents.
Each successful grapple check she makes during successive rounds automatically deals maximised bite damage, as well as applying acid and Rip and Tear.
When a creature gets a hold after an improved grab attack, she pulls the opponent into her space. This act does not provoke attacks of opportunity. She can even move (possibly carrying away the opponent), provided she can drag the opponent’s weight.
A creature cannot be affected by both Improved Grab and Absorb at the same time, but the Biter may begin Absorbing a grabbed foe in any round where she successfully grapples.
Fangshaping (Su): As a swift action, a Biter slimegirl may manipulate their teeth to form a manufactured or natural weapon, forming the former in their hand or the latter on their body. They may only make manufactured weapons they are proficient with, and must make an appropriate craft check. While they may give away these weapons with impunity, doing so forces them to have a good meal and a period of rest to regenerate the appropriate minerals and form new teeth.
Messie/Clutter Slime
Messies are a terror to those who would attack slimes, and a godsend to the enterprising merchants who try to sell them as pets. They possess the ability to spit what appear to be small slimes, allowing them to cling to a target, slowing them. With repeated use, this ability can entirely immobilise a target. What’s more, these small slimes can absorb food and grow as well, and, on reaching the size of a normal full slime, become another Messie. However, all of these slimes are guided by the same intelligence, and will eventually recombine, allowing the original slime to reproduce, if she has gained enough mass. Both Messies and their mimicked spawn are a light lavender. As well as being used to defend the hive, they can gather nutrients far faster than most, by virtue of being in more than one place at a time.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 8d10+32 (87hp)
Initiative: +1
Speed: 20ft
Armor Class: 15 (+4 Natural Armor, +1 Dex)
Base Attack/Grapple: +6/+10
Attack: slam +6 melee (1d3+1 + 1d6+4 acid, absorb) OR Spawn Spit +8 ranged (50ft) (1d3 + Spawn Spit)
Full Attack: slam +6 melee (1d3+1 + 1d6+4 acid, absorb) OR Spawn Spit +8 ranged (50ft) (1d3 + Spawn Spit)
Space/Reach: 5ft/5ft
Special Attacks: Spawn Spit
Special Qualities: Slime traits
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 10, Dex 12, Con 18, Int 1, Wis 8, Cha 12
Skills: Survival+11
Feats: Toughness, Improved Grapple (B), Weapon Focus (Spawn Spit), Improved Toughness
Environment: Any, often mountains
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 6
Treasure: Standard
Alignment: True Neutral
Advancement: 9-15HD (Medium), 16-30HD (Large), 31-45HD (Huge)
Level Adjustment: -
Messies invariably fight by spitting spawn at their foes, before closing to support them. Domesticated Messies are highly valued, and sell for sums of over 25000gp – and often vastly more for the first domesticated Messie in an area.
Spawn Spit (Ex): By sacrificing 4hp as an attack action, a Messie can spit a small slime at a foe. This requires a ranged touch attack, and has 50ft range. On a hit, the slime may immediately make a grapple check as a free action without suffering an attack of opportunity. If it fails, it remains attached, but the target suffers no ill effects, apart from acid damage, and must succeed at a grapple check at a -12 penalty to remove it.
Spawn Slime
Size/Type: Tiny Magical Beast (Slime)
Hit Dice: 1d10+1 (9hp)
Initiative: +3
Speed: 15ft
Armor Class: 16 (+1 Natural Armor, +3 Dex, +2 size)
Base Attack/Grapple: +0/-8
Attack: slam -2 melee (1 + 1d3+1 acid, absorb)
Full Attack: slam -2 melee (1 + 1d3+1 acid, absorb)
Space/Reach: 2.5ft/0ft
Special Attacks: Swarm
Special Qualities: Slime traits
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 2, Dex 16, Con 12, Int 1, Wis 8, Cha 12
Skills: None
Feats: Toughness, Improved Grapple (B)
Alignment: True Neutral
Advancement: 2-3HD (Tiny), 4-7HD (Small), 8HD+ (Becomes a full Messie)
Swarm (Ex): When launched at a target, a Spawn Slime may immediately make a grapple check as a free action without suffering an attack of opportunity. If it fails, it remains attached, but the target suffers no ill effects, apart from acid damage, and must succeed at a grapple check at a -12 penalty to remove it. A Spawn Slime gains a +3 bonus on all grapple checks for each other Spawn Slime attached to its target. If a target is successfully grappled, it is knocked prone, and may not move until it removes the Spawn Slimes. It loses its dexterity bonus to AC.
Messie/Clutter Slimegirl
Messie slimegirls are capable of the same, generally spitting the seeds of slime. Being larger, Cluttergirls require far more food to actually reproduce using their ability. What’s more, this method of reproduction produces slimegirls in only the rarest of situations.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Messie slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Spawn Spit (plus others from Slime subtype)
Abilities: +2 Dex, +4 Con, -2 Int, +2 Cha
Level Adjustment: +3
Messie Slimegirls tend to dote upon the tiny slimes they create.
Spawn Spit (Ex): By sacrificing 3hp, a Messie can spit a small slime at a foe. This requires a ranged touch attack. On a hit, the slime may immediately make a grapple check as a free action without suffering an attack of opportunity. If it fails, it remains attached, but the target suffers no ill effects, apart from acid damage, and must succeed at a grapple check at a -12 penalty to remove it.
Spawn Slime
Size/Type: Tiny Magical Beast (Slime)
Hit Dice: 1d10+1 (9hp)
Initiative: +3
Speed: 15ft
Armor Class: 16 (+1 Natural Armor, +3 Dex, +2 size)
Base Attack/Grapple: +0/-8
Attack: slam -2 melee (1 + 1d3+1 acid, absorb)
Full Attack: slam -2 melee (1 + 1d3+1 acid, absorb)
Space/Reach: 2.5ft/0ft
Special Attacks: Swarm
Special Qualities: Slime traits
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 2, Dex 16, Con 12, Int 1, Wis 8, Cha 12
Skills: None
Feats: Toughness, Improved Grapple (B)
Alignment: True Neutral
Advancement: 2-3HD (Tiny), 4-7HD (Small), 8HD+ (Becomes a full Messie)
Swarm (Ex): When launched at a target, a Spawn Slime may immediately make a grapple check as a free action without suffering an attack of opportunity. If it fails, it remains attached, but the target suffers no ill effects, apart from acid damage, and must succeed at a grapple check at a -12 penalty to remove it. A Spawn Slime gains a +3 bonus on all grapple checks for each other Spawn Slime attached to its target. If a target is successfully grappled, it is knocked prone, and may not move until it removes the Spawn Slimes. It loses its dexterity bonus to AC.
Inkie Slime
Inkies, as their name suggests, have goo with similar properties to ink. This black slime is slippery, and entirely opaque. Inkies have excellent aim, and generally attempt to squirt their ink at the eyes of anyone who poses a risk to the hive. An Inkie’s main weakness is extreme flammability-they don’t get on with Torchies.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 8d10+27 (68hp)
Initiative: +3
Speed: 35ft
Armor Class: 16 (+3 Natural Armor, +3 Dex)
Base Attack/Grapple: +6/+6
Attack: slam +6 melee (1d3+1 + 1d6+3 acid, absorb) OR +9 spit +9 ranged (50ft) (1d6+3 acid + Ink’d)
Full Attack: slam +6 melee (1d3+1 + 1d6+3 acid, absorb) OR +9 spit +9 ranged (50ft) (1d6+3 acid + Ink’d)
Space/Reach: 5ft/5ft
Special Attacks: Ink’d, Spit
Special Qualities: Slime traits, Vulnerability to Fire
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 10, Dex 16, Con 16, Int 1, Wis 8, Cha 12
Skills: Survival+11
Feats: Toughness, Far Shot, Precise Shot
Environment: Any, often mountains
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 5
Treasure: Standard
Alignment: True Neutral
Advancement: 9-15HD (Medium), 16-30HD (Large), 31-45HD (Huge)
Level Adjustment: -
Inkies are similar to Stickies, in that they are used in co-operation with other breeds of slime. On the market, they generally sell for about 8000gp.
Spit (Ex): An Inkie possesses a ranged, natural touch attack with a 50ft range (Increased to 75ft by Far Shot). It has no damage of its own, but applies acid and Ink’d. An Inkie may target a square with its Spit to use the latter version of Ink’d.
Ink’d (Ex): A foe hurt by an Inkie’s acid must make a reflex save at DC 17 or be blinded for 1d4+3 rounds. They suffer acid damage on each of these rounds. (Obviously, this acid damage does not reapply Ink’d.)
Alternatively, an Inkie may target the ground. If they do, that square is affected as per the Grease spell.
Inkie Slimegirl
Inkie slimegirls often look imposing, what with a body as black as night and the ability to blind at a distance. Inkiegirls tend to try to keep themselves as large as possible, attempting to keep this impression going.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: An Inkie slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Spit, Ink’d, Vulnerability to Fire (plus others from Slime subtype)
Abilities: +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +3
Inkie slimegirls often enjoy dramatics, and have a tendency to illusions.
Spit (Ex): An Inkiegirl possesses a ranged, natural touch attack with a 10ft+5ft/ECL. It has no damage of its own, but applies acid and Ink’d. An Inkie may target a square with her Spit to use the latter version of Ink’d.
Ink’d (Ex): A foe hurt by an Inkie’s acid must make a reflex save at DC 10+1/2ECL+con mod or be blinded for 1d4+con mod rounds. They suffer acid damage on each of these rounds. (Obviously, this acid damage does not reapply Ink’d.)
Sharp Slime
Sharps have greater control of their goo’s form than most slimes, and are capable of forming spikes upon their skin, rolling to skewer threats. They also possess the ability to generate electricity, and their goo reacts to the current by hardening into a metallic coating. Together, these two powers let them become a rolling ball of vicious spikes, although they find it difficult to control direction. Sharps are generally used as a defence mechanism, due to their above-average sensory ability. This spike generation uses a lot of energy, so they only do it while they can see a threat. Sharps are a teal colour, and appear metallic while their slime is hardened.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 10d10+43 (72hp)
Initiative: +1
Speed: 40ft
Armor Class: 16 (+3 Natural Armor, +3 Dex)
Base Attack/Grapple: +7/+9
Attack: slam +9 melee (1d4+3 + 1d8+3 acid, absorb)
Full Attack: slam +9 melee (1d4+3 + 1d8+3 acid, absorb)
Space/Reach: 5ft/5ft
Special Attacks: Rolling Thunder, Lightning Flow
Special Qualities: Slime traits
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 14, Dex 12, Con 16, Int 1, Wis 8, Cha 12
Skills: Survival+13
Feats: Toughness, Dodge, Improved Toughness, Mobility
Environment: Any, often mountains
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 7
Treasure: Standard
Alignment: True Neutral
Advancement: 11-19HD (Medium), 20-38HD (Large), 39-57HD (Huge)
Level Adjustment: -
Sharps are one of the breeds optimised for battle. In combat, they tend to activate their rolling thunder and lightning flow abilities, before attempting to roll over all opposition.
Lightning Flow (Su): As a swift action, the Sharp runs an electrical current over its body. This reacts with the slime in its form to create a metallic coating covered in grand spikes. It is treated as having armor spikes sized for a creature twice its size (dealing 2d6 damage for a medium slime), and deals 1d6 electricity damage on contact. These armor spikes have a x3 critical damage multiplier.
In addition, this armor gives it DR 10/-, and a +5 bonus to natural armor. This ability lasts until the Sharp dismisses it, which it will not do until it no longer sees any foes.
Rolling Thunder (Ex): As a full round action, the Sharp can make an attack similar to a Trample attack. They move twice their speed, although they may not change the direction they face by more than 90° over the course of this movement. Any foe of their size or smaller can be moved through as this action. A foe moved through in this way has the choice to either dodge out of the way, making a DC 17 reflex save, or make an attack of opportunity at a -4 penalty. If they fail the save, or make an AoO and do not kill the slime, they suffer damage equal to the slime's slam damage plus the damage of his armor spikes. Usually, a Sharp that starts rolling will continue doing so until it cannot see any foes.
A Sharp can only use Rolling Thunder while its Lightning Flow ability is active.
Sharp Slimegirl
Sharp slimegirls bear the same abilities, and are sometimes capable of delivering a slight shock to those that they touch. Beyond this, Sharpgirls have even greater control of their form, capable of producing weapons, armor, or many other things, and can generate a current over only certain parts of their body.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Sharp slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character.
Special: Lightning Flow, Rolling Thunder (plus others from Slime subtype)
Abilities: +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +4
Sharp slimegirls can shape armor and weapons from their metallic skin, and even project small amounts of electricity.
Lightning Flow (Su): As a swift action, the Sharp runs an electrical current over her body. This reacts with the slime in her form to create a metallic coating covered in grand spikes. She is treated as having armor spikes sized for a creature twice her size (dealing 2d6 damage for a medium slimegirl), and deals 1d6 electricity damage on contact. These armor spikes have a x3 critical damage multiplier.
In addition, this armor gives it DR character level/-, and a bonus to natural armor of half that amount. This ability lasts until the Sharp dismisses it. While it is active, the Sharp may project a spark of electricity, dealing Dex mod damage, plus 1d6 damage per three character levels, with a range of 30ft+5ft per two character levels. This is a ranged touch attack.
Rolling Thunder (Ex): As a full round action, the Sharp can make an attack similar to a Trample attack. They move twice their speed, although they may not change the direction they face by more than 90° over the course of this movement. Any foe of their size or smaller can be moved through as this action. A foe moved through in this way has the choice to either dodge out of the way, making a DC reflex save with DC 10+1/2 character level+Str mod, or make an attack of opportunity at a -4 penalty. If they fail the save, or make an AoO and do not kill the slimegirl, they suffer damage equal to the slime's slam damage plus the damage of her armor spikes. Usually, a Sharp that starts rolling will continue doing so until she cannot see any foes.
A Sharp can only use Rolling Thunder while its Lightning Flow ability is active.
Metalshaping: With an appropriate craft check, a sharp can form any weapon, armor, shield, or appropriate weapon of mundane metal that she can use. These items must remain attached to her form, and cannot be disarmed or given away.
Fuzzie Slime
Fuzzies are the only known slimes to possess fur. Their entire slime, which is a very light brown, is covered in a thick fur. This fur makes them warmer than other slimes, and is thick enough to defend them from minor dangers. As well as this fur, Fuzzies are related to Biters, and have several rows of wickedly barbed teeth, as well as excellent reflexes. Like Biters, they are used to defend the hive. Originally named from a distance, some biologists campaign for a less patterned name, to fit the more serious names of other dangerous species, like Biters, Sharps, and most large slimes.
Size/Type: Medium Magical Beast (Slime)
Hit Dice: 10d10+43 (72hp)
Initiative: +6
Speed: 40ft
Armor Class: 16 (+3 Natural Armor, +3 Dex)
Base Attack/Grapple: +7/+9
Attack: bite +10 melee (1d6+2 (19-20) + 1d8+3 acid, improved grab) OR slam +9 melee (1d3+2 + 1d8+3 acid, absorb)
Full Attack: bite +10 melee (1d6+2 (19-20) + 1d8+3 acid, +1 con, improved grab) OR slam +9 melee (1d3+2 + 1d8+3 acid, absorb) (See Vicious Pounce)
Space/Reach: 5ft/5ft
Special Attacks: Vicious Pounce, Improved Grab
Special Qualities: Fast Healing 3, Blood in the Water, Slime traits
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 14, Dex 14, Con 16, Int 1, Wis 8, Cha 12
Skills: Survival+13
Feats: Toughness, Weapon Focus (Bite), Improved Toughness, Improved Initiative
Environment: Any, often mountains
Organization: Solo, Squish (1-3), Squelch (6-30)
Challenge Rating: 7
Treasure: Standard
Alignment: True Neutral
Advancement: 11-19HD (Medium), 20-38HD (Large), 39-57HD (Huge)
Level Adjustment: -
Fuzzies are vicious combatants, made to tear opponents to shreds. They heal rapidly from damage, making them unpleasant to fight.
Vicious Pounce (Ex):When a fuzzie makes a charge, it can follow with a full attack using both its slam and bite attacks at no penalty. Normally, a fuzzie cannot use its slam and bite attacks at the same time as they are both primary attacks.
Fast Healing (Ex): A Fuzzie has fast healing 3.
Blood in the Water (Ex): Whenever a fuzzie scores a critical hit, all fuzzies within sight gain a +1 competence bonus to attack and damage rolls. This stacks. If no fuzzie scores a critical hit for a minute, this bonus resets.
Fuzzie Slimegirl
Fuzzie slimegirls vary more than most. The vast majority have very long, thick hair, but no actual fur. Their gel tends to share its colour with human skin, allowing them to easily pass as humans for an unobservant viewer, at least until they show off their very sharp teeth. Their hair is usually brown, but it can be dyed by the same berries as other slimes, and sometimes matches the original colour for converted slimegirls. Some like to dye their hair and slime completely different colours.
Some other Fuzzgirls are in fact furred, but this is rarer.
Size and Type: The creature gains the Slime subtype.
Speed: As normal.
Armor Class: As normal. (Gains Con to natural armor from Slime subtype)
Natural Attacks: A Fuzzie slimegirl has a slam attack, dealing 1d3+Str mod damage for a medium character, and a bite attack, dealing 1d6+Str mod damage for a medium character with a 19-20 critical threat range.
Special: Fast Healing, Blood in the Water (plus others from Slime subtype)
Abilities: +2 Dex, +2 Con, -2 Int, +2 Cha
Level Adjustment: +3
Fuzzie slimegirls are almost invariably melee combatants, and favour weapons which can do horrific amounts of damage - such as their teeth.
As a note, a Fuzzie slimegirl suffers no penalties due to race when trying to disguise themselves as a member of their original race.
Fast Healing (Ex): A Fuzzie slimegirl has fast healing equal to her con modifier, minimum one.
Blood in the Water (Ex): Whenever a fuzzie scores a critical hit, all fuzzies within sight gain a +1 competence bonus to attack and damage rolls. This stacks. If no fuzzie scores a critical hit for a minute, this bonus resets.
Coming next: Frosties and Torchies!