Glooble Glistencrist
2008-12-06, 03:34 PM
Hey. I've been gone for a while, like, a long while, like most of you probably don't remember me, but I'm back with my first 4e homebrew project, a project I like to call:
Amorphous 4e
First, go here (http://armorgames.com/play/2044/amorphous-plus)
Now that I've thoroughly wasted your time:
Glooples
Common Gloople
Level 1 Minion
Medium natural beast (ooze, blind, gloople)
XP 25
Initiative: +1
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 15
Fortitude: 13
Reflex: 12
Will: 13
Speed: 5
Slam (standard, at-will) +6 vs. AC: The target is stunned until the end of the Common Gloople’s next turn.
Glom (standard, recharge 5, 6) This power starts out as if it has been used; it must be recharged before being used once. If another Common Gloople is present in an adjacent square, they can glom together to become an Oozle. Both glooples must be recharged to use this power.
Alignment: Neutral
Abilities: Str: 12, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Oozle
Level 3 Brute
Large natural beast (ooze, blind, gloople)
XP 150
Initiative: +0
Senses: blindsense 15
HP: 54
AC: 15
Fortitude: 15
Reflex: 12
Will: 15
Speed: 4
Engulf(standard, at-will) +4 vs. Reflex: On a hit, the target is grabbed and pulled into the oozle’s space; the target is dazed and takes ongoing 5 acid damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the oozle. This oozle can move normally while creatures are engulfed within it.
Glom (standard, recharge 5, 6) This power starts out as if it has been used; it must be recharged before being used once. If another oozle or a common gloople is present in an adjacent square, they can glom together to become a Gray. Both glooples must be recharged to use this power. Oozles cannot glom while one is engulfing another creature.
Alignment: Neutral
Abilities: Str: 14, Con: 14, Dex:8, Int: 1, Wis: 12, Cha: 1
Stickie
Level 2 Minion
Medium natural beast (ooze, blind, gloople)
XP 31
Initiative: +1
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 16
Fortitude: 13
Reflex: 12
Will: 13
Speed: 5
Slam (standard, at-will) +7 vs. AC: 5 damage, and the Stickie explodes, covering a zone 3. Anything entering the zone is slowed (save ends.) The zone lasts until the end of the encounter.
Splat (immediate reaction) Trigger: The stickie dies. Effect: The stickie explodes (see above.)
Alignment: Neutral
Abilities: Str: 12, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Biter
Level 4 Minion
Medium natural beast (ooze, blind, gloople)
XP 44
Initiative: +3
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 18
Fortitude: 16
Reflex: 15
Will: 15
Speed: 5
Slam (standard, at-will) +9 vs. AC: The target is stunned until the end of the biter’s next turn.
Lunge (standard, at-will) +7 vs. Reflex: 2d8+4 damage. The Biter must move up to 1d4 sqares as part of this attack. This movement must be a straight line.
Glom (standard, recharge 5, 6) This power starts out as if it has been used; it must be recharged before being used once. If another biter is present in an adjacent square, they can glom together to become a Horror. Both biters must be recharged to use this power.
Alignment: Neutral
Abilities: Str: 16, Con: 14, Dex: 12, Int: 1, Wis: 12, Cha: 1
Meltie
Level 5 Minion
Medium natural beast (ooze, blind, gloople)
XP 50
Initiative: +2
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 19
Fortitude: 17
Reflex: 15
Will: 16
Speed: 5
Slam (standard, at-will, acid) +10 vs. AC: 10 acid damage, and the Meltie explodes, covering a zone 3. Anything entering the zone or starting it’s turn there takes 10 acid damage The zone lasts until the end of the encounter.
Splat (immediate reaction) Trigger: The Meltie dies. Effect: The Meltie explodes (see above.)
Alignment: Neutral
Abilities: Str: 14, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Clutter
Level 3 Artillery
Medium natural beast (ooze, blind, gloople)
XP 150
Initiative: +0
Senses: blindsense 20
HP: 38
AC: 15
Fortitude: 15
Reflex: 14
Will: 14
Speed: 5
Clutter shot (standard, at-will) Ranged 6. +8 vs. Reflex: 1d6 +3 damage, and a Baby Clutter latches onto the target (see below) On a miss, a Baby Clutter is formed in a square adjacent to the target.
Slam (standard, at-will) +10 vs. AC: The target is stunned until the end of the clutter’s next turn.
Splat (immediate reaction) Trigger: the clutter dies. Effect: Three Baby Clutters appear in the clutter’s space.
Alignment: Neutral
Abilities: Str: 10, Con: 14, Dex:12, Int: 1, Wis: 12, Cha: 1
Baby Clutter
Level 1 Minion
Small Natural beast (ooze, blind, gloople)
XP 25
Initiative: +3
Senses: blindsense 10
HP: 1 (a missed attack never damages a minion)
AC: 15
Fortitude: 12
Reflex: 14
Will: 13
Speed: 7
Clutter (standard, at-will) +4 vs. Reflex. The baby clutter latches onto the target. While it is latched on, the target is slowed. The target can free itself from the Baby Clutter by making a standard escape attempt. On a successful attempt, the target stays in its square, and the Baby Clutter is shifted into an adjacent square. The clutter cannot use it's grow ability while latched on.
Grow: After 1d3 rounds, the Baby Clutter grows. It’s size increases to medium and it takes on the following stats: AC: 15, Fortitude:13, Reflex: 13, Will: 13, Speed 6. The Baby Clutter loses it’s Clutter attack and gains the Clutter’s slam attack, but with a +6 bonus. 1d3 rounds later, the Baby Clutter becomes a clutter.
Alignment: Neutral
Before grow:
Str: 5, Con 10, Dex 16, Int: 1, Wis: 12, Cha: 1
After grow:
Str: 8, Con: 12, Dex 13, Int: 1, Wis: 12, Cha: 1
Fuzzle
Level 6 Lurker
Medium natural beast (ooze, blind, gloople)
XP 250
Initiative: +10
Senses: blindsense 15
HP: 56
Regeneration 10
AC: 20
Fortitude: 18
Reflex: 18
Will: 16
Speed: 5
Slam (standard, at-will) +11 vs. AC. 1d10 +4 damage.
Lunge (standard, at-will) +9 vs. Reflex: 3d10+4 damage. The Fuzzle must move up to 1d4 sqares as part of this attack. This movement must be a straight line.
Alignment: Neutral
Abilities:
Str: 16, Con: 14, Dex 16, Int: 1, Wis: 12, Cha: 1
Sharp
Level 8 Soldier
Medium Natural Beast (ooze, blind, gloople)
XP 350
Initiative: +9
Senses: blindsense 15
HP: 86
AC: 22
Fortitude: 20
Reflex: 20
Will: 18
Speed: 4
Slam (standard, at will) +15 vs. AC. The target is stunned until the end of the sharp’s next turn.
Spiky Form (minor, recharge 5,6) The Sharp’s body hardens and it sprouts dangerous spikes. The sharp gains resistance 10 to all damage. It’s speed increases to 6. It loses it’s slam attack, and gains the Impale attack. While in this form, the Sharp is also immune to terrain effects created by other glooples. These changes last until the end of the sharp’s next turn.
Impale (standard, at-will) +15 vs. AC. 4d8+5 damage. This attack can only be used while the Sharp is in it’s spiky form.
Abilities
Str: 16, Con: 14, Dex: 16, Int: 1, Wis: 12, Cha: 1
Sharp (Modified version)
Level 8 Soldier
Medium Natural Beast (ooze, blind, gloople)
XP 350
Initiative: +9
Senses: blindsense 15
HP: 86
AC: 24
Fortitude: 20
Reflex: 20
Will: 18
Resist 10 all damage
Speed: 6
Impale (standard, at-will) +15 vs. AC. 4d8+5 damage. The Sharp cannot use this power if it grants combat advantage.
Slam (standard, at will) +15 vs. AC. The target is stunned until the end of the sharp’s next turn. The Sharp can use this power only while granting combat advantage.
Combat weakness: If the Sharp grants combat advantage to anyone, it loses it’s spikes and becomes, essentially, a regular gloople. It loses all resistances, it’s AC decreases by 4, and it’s speed drops by 2. It can no longer use the Impale power.
Abilities
Str: 16, Con: 14, Dex: 16, Int: 1, Wis: 12, Cha: 1
Torchie
Level 8 Minion
Medium natural beast (ooze, blind, gloople, fire)
XP 75
Initiative: +6
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 21
Fortitude: 20
Reflex: 19
Will: 19
Speed: 5
Slam (standard, at-will, fire) +12 vs. AC: 10 fire damage. Ongoing 5 fire damage (save ends.)
Splat (immediate reaction) Trigger: The Torchie dies. Effect: The Torchie explodes. All creatures in a burst 1 are affected. +10 vs. Reflex. 3d10 + 5 fire damage, and ongoing 5 fire damage (save ends.)
Miss: Half damage, and no ongoing damage.
Contagious flame: If the Torchie enters the same space as another gloople, that gloople catches fire. It takes no damage, but anyone who hits it with a melee attack takes 1d10 fire damage. It’s slam attack also deals ongoing 5 fire damage (save ends.) This effect lasts until the Torchie’s next turn.
Extinguishable: At the beginning of a Torchie’s turn, roll a d6. On a one, the Torchie is extinguished (save ends) An extinguished Torchie does not explode when killed.
Alignment: Neutral
Abilities: Str: 14, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Frostie
Level 8 Minion
Medium natural beast (ooze, blind, gloople, cold)
XP 75
Initiative: +6
Senses: blindsense 15
HP: 1(A missed attack never damages a minion)
AC: 21
Fortitude: 20
Reflex: 19
Will: 19
Speed: 6
Slam (standard, at-will, cold) +12 vs. AC: 10 cold damage. The Frostie explodes (see below.)
Splat (immediate reaction) Trigger: The Frostie dies. Effect: The Frostie explodes. Burst 1, +10 vs. Reflex. Creatures who are hit are turned to ice (save ends). While turned to ice, creatures are immobilized and gain vulnerability 5 all damage and vulnerability 10 fire. In addition, whenever a this creature is hit with by a critical hit, that creature takes additional damage equal to their Bloodied value and this effect ends.
Miss: Slowed, and vulnerable 5 fire (no other vulnerabilities.)
Alignment: Neutral
Abilities: Str: 14, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Gray
Level 8 Lurker
Large natural beast (ooze, blind, gloople)
XP 350
Initiative: +7
Senses: blindsense 25
HP: 68
AC: 22
Fortitude: 20
Reflex: 16
Will: 18
Speed: 4
Engulf: (standard, at-will) +11 vs. Reflex: On a hit, the target is grabbed and pulled into the cube’s space; the target is dazed and takes ongoing 5 acid damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the gray. This gray can move normally while creatures are engulfed within it, but cannot use it’s spike attack.
Spike (standard, recharge 4,5,6) line 6, +11 vs. Reflex. 4d8 + 5 damage, and the target is Engulfed (see above.)
Effect: The Gray’s body hardens, giving it resistance 10 to all damage until the end of it’s next turn.
Glom (standard, recharge 5, 6) This power starts out as if it has been used; it must be recharged before being used once. If an oozle is present in an adjacent square, they can glom together to become a Void Eater. Both glooples must be recharged to use this power. Grays cannot Glom while one is engulfing another creature.
Alignment: Neutral
Abilities: Str: 14, Con: 14, Dex:8, Int: 1, Wis: 12, Cha: 1
Inky
Level 5 Minion
Medium natural beast (ooze, blind, gloople)
XP 50
Initiative: +2
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 19
Fortitude: 17
Reflex: 15
Will: 16
Speed: 5
Slam (standard, at-will, acid) +10 vs. AC: The target is blinded (save ends), and the Inky explodes, covering a zone 3. Anything entering the zone slides across the zone, then slides three squares in whatever direction they were moving when they entered the square. If any attack with the fire keyword hits the zone, it goes up in flames, dealing 10 fire damage to anyone who starts or ends in that square. The zone lasts until the end of the encounter.
Splat (immediate reaction) Trigger: The Inky dies. Effect: The Inky explodes (see above.)
Alignment: Neutral
Abilities: Str: 14, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Grinder
Level 12 Brute
Huge Natural Beast (ooze, blind, gloople)
XP 700
Initiative: 5
Senses: blindsense 5
HP: 146
AC: 24
Fortitude: 25
Reflex: 19
Will: 20
Resist 15 all damages, Vulnerability 15 acid. Once the Grinder is bloodied, it’s resistances decrease to 5.
Speed: 4
Trample (standard, at-will) The Grinder can move up to it’s speed and enter enemies spaces. This movement provokes opportunity attacks, and the Grinder must end its move in an unoccupied space. When it enters an enemy’s space, the Grinder makes a Trample attack: +13 vs. Reflex; 3d6 +5 damage, and the target is knocked prone.
Terrain immunity: Grinders ignore all difficult terrain, except the acid left by a meltie. They are also immune to the Frostie’s splat ability.
Alignment: Neutral
Abilities:
Str: 22, Con: 16, Dex: 8, Int: 1, Wis: 12, Cha: 1
Amalgam
Level 12 Elite Lurker
Large natural beast (ooze, blind, gloople)
XP 1400
Initiative: +10
Senses: Blindsense 15
HP: 192
AC: 28
Fortitude: 26
Reflex: 22
Will: 21
Speed: 5
Slam (standard, at-will) +17 vs. AC: 1d8+5 damage
Engulf (standard, at-will) +15 vs. Reflex: On a hit, the target is grabbed and pulled into the amalgam’s space; the target is dazed and takes ongoing 10 acid damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the amalgam. This amalgam can move normally while creatures are engulfed within it. Only one creature can be engulfed at a time. If an engulfed creature dies, it is absorbed by the amalgam – see below.
Absorb (standard, at-will) When any gloople with less than 100 HP enters an Amalgam’s square, it is absorbed by the amalgam. The other gloople ceases to exist, and the amalgam gains 25 temporary hit points, plus 25 more for every size category above small that the absorbed gloople possesses. Once an Amalgam’s Temporary hit points equal it’s current HP total, it loses all temporary HP and divides into two identical Amalgams with HP equal to it’s current total.
Alignment: Neutral
Abilities: Str: 16, Con: 18, Dex: 10, Int: 1, Wis: 12, Cha: 1
I know I probably got a lot of numbers wrong because the guidelines in the DM's guide were confusing to me, (the monster roles table has no entry for minions?) so please help me fix those. Fixed, thanks Meek!
Amorphous 4e
First, go here (http://armorgames.com/play/2044/amorphous-plus)
Now that I've thoroughly wasted your time:
Glooples
Common Gloople
Level 1 Minion
Medium natural beast (ooze, blind, gloople)
XP 25
Initiative: +1
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 15
Fortitude: 13
Reflex: 12
Will: 13
Speed: 5
Slam (standard, at-will) +6 vs. AC: The target is stunned until the end of the Common Gloople’s next turn.
Glom (standard, recharge 5, 6) This power starts out as if it has been used; it must be recharged before being used once. If another Common Gloople is present in an adjacent square, they can glom together to become an Oozle. Both glooples must be recharged to use this power.
Alignment: Neutral
Abilities: Str: 12, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Oozle
Level 3 Brute
Large natural beast (ooze, blind, gloople)
XP 150
Initiative: +0
Senses: blindsense 15
HP: 54
AC: 15
Fortitude: 15
Reflex: 12
Will: 15
Speed: 4
Engulf(standard, at-will) +4 vs. Reflex: On a hit, the target is grabbed and pulled into the oozle’s space; the target is dazed and takes ongoing 5 acid damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the oozle. This oozle can move normally while creatures are engulfed within it.
Glom (standard, recharge 5, 6) This power starts out as if it has been used; it must be recharged before being used once. If another oozle or a common gloople is present in an adjacent square, they can glom together to become a Gray. Both glooples must be recharged to use this power. Oozles cannot glom while one is engulfing another creature.
Alignment: Neutral
Abilities: Str: 14, Con: 14, Dex:8, Int: 1, Wis: 12, Cha: 1
Stickie
Level 2 Minion
Medium natural beast (ooze, blind, gloople)
XP 31
Initiative: +1
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 16
Fortitude: 13
Reflex: 12
Will: 13
Speed: 5
Slam (standard, at-will) +7 vs. AC: 5 damage, and the Stickie explodes, covering a zone 3. Anything entering the zone is slowed (save ends.) The zone lasts until the end of the encounter.
Splat (immediate reaction) Trigger: The stickie dies. Effect: The stickie explodes (see above.)
Alignment: Neutral
Abilities: Str: 12, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Biter
Level 4 Minion
Medium natural beast (ooze, blind, gloople)
XP 44
Initiative: +3
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 18
Fortitude: 16
Reflex: 15
Will: 15
Speed: 5
Slam (standard, at-will) +9 vs. AC: The target is stunned until the end of the biter’s next turn.
Lunge (standard, at-will) +7 vs. Reflex: 2d8+4 damage. The Biter must move up to 1d4 sqares as part of this attack. This movement must be a straight line.
Glom (standard, recharge 5, 6) This power starts out as if it has been used; it must be recharged before being used once. If another biter is present in an adjacent square, they can glom together to become a Horror. Both biters must be recharged to use this power.
Alignment: Neutral
Abilities: Str: 16, Con: 14, Dex: 12, Int: 1, Wis: 12, Cha: 1
Meltie
Level 5 Minion
Medium natural beast (ooze, blind, gloople)
XP 50
Initiative: +2
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 19
Fortitude: 17
Reflex: 15
Will: 16
Speed: 5
Slam (standard, at-will, acid) +10 vs. AC: 10 acid damage, and the Meltie explodes, covering a zone 3. Anything entering the zone or starting it’s turn there takes 10 acid damage The zone lasts until the end of the encounter.
Splat (immediate reaction) Trigger: The Meltie dies. Effect: The Meltie explodes (see above.)
Alignment: Neutral
Abilities: Str: 14, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Clutter
Level 3 Artillery
Medium natural beast (ooze, blind, gloople)
XP 150
Initiative: +0
Senses: blindsense 20
HP: 38
AC: 15
Fortitude: 15
Reflex: 14
Will: 14
Speed: 5
Clutter shot (standard, at-will) Ranged 6. +8 vs. Reflex: 1d6 +3 damage, and a Baby Clutter latches onto the target (see below) On a miss, a Baby Clutter is formed in a square adjacent to the target.
Slam (standard, at-will) +10 vs. AC: The target is stunned until the end of the clutter’s next turn.
Splat (immediate reaction) Trigger: the clutter dies. Effect: Three Baby Clutters appear in the clutter’s space.
Alignment: Neutral
Abilities: Str: 10, Con: 14, Dex:12, Int: 1, Wis: 12, Cha: 1
Baby Clutter
Level 1 Minion
Small Natural beast (ooze, blind, gloople)
XP 25
Initiative: +3
Senses: blindsense 10
HP: 1 (a missed attack never damages a minion)
AC: 15
Fortitude: 12
Reflex: 14
Will: 13
Speed: 7
Clutter (standard, at-will) +4 vs. Reflex. The baby clutter latches onto the target. While it is latched on, the target is slowed. The target can free itself from the Baby Clutter by making a standard escape attempt. On a successful attempt, the target stays in its square, and the Baby Clutter is shifted into an adjacent square. The clutter cannot use it's grow ability while latched on.
Grow: After 1d3 rounds, the Baby Clutter grows. It’s size increases to medium and it takes on the following stats: AC: 15, Fortitude:13, Reflex: 13, Will: 13, Speed 6. The Baby Clutter loses it’s Clutter attack and gains the Clutter’s slam attack, but with a +6 bonus. 1d3 rounds later, the Baby Clutter becomes a clutter.
Alignment: Neutral
Before grow:
Str: 5, Con 10, Dex 16, Int: 1, Wis: 12, Cha: 1
After grow:
Str: 8, Con: 12, Dex 13, Int: 1, Wis: 12, Cha: 1
Fuzzle
Level 6 Lurker
Medium natural beast (ooze, blind, gloople)
XP 250
Initiative: +10
Senses: blindsense 15
HP: 56
Regeneration 10
AC: 20
Fortitude: 18
Reflex: 18
Will: 16
Speed: 5
Slam (standard, at-will) +11 vs. AC. 1d10 +4 damage.
Lunge (standard, at-will) +9 vs. Reflex: 3d10+4 damage. The Fuzzle must move up to 1d4 sqares as part of this attack. This movement must be a straight line.
Alignment: Neutral
Abilities:
Str: 16, Con: 14, Dex 16, Int: 1, Wis: 12, Cha: 1
Sharp
Level 8 Soldier
Medium Natural Beast (ooze, blind, gloople)
XP 350
Initiative: +9
Senses: blindsense 15
HP: 86
AC: 22
Fortitude: 20
Reflex: 20
Will: 18
Speed: 4
Slam (standard, at will) +15 vs. AC. The target is stunned until the end of the sharp’s next turn.
Spiky Form (minor, recharge 5,6) The Sharp’s body hardens and it sprouts dangerous spikes. The sharp gains resistance 10 to all damage. It’s speed increases to 6. It loses it’s slam attack, and gains the Impale attack. While in this form, the Sharp is also immune to terrain effects created by other glooples. These changes last until the end of the sharp’s next turn.
Impale (standard, at-will) +15 vs. AC. 4d8+5 damage. This attack can only be used while the Sharp is in it’s spiky form.
Abilities
Str: 16, Con: 14, Dex: 16, Int: 1, Wis: 12, Cha: 1
Sharp (Modified version)
Level 8 Soldier
Medium Natural Beast (ooze, blind, gloople)
XP 350
Initiative: +9
Senses: blindsense 15
HP: 86
AC: 24
Fortitude: 20
Reflex: 20
Will: 18
Resist 10 all damage
Speed: 6
Impale (standard, at-will) +15 vs. AC. 4d8+5 damage. The Sharp cannot use this power if it grants combat advantage.
Slam (standard, at will) +15 vs. AC. The target is stunned until the end of the sharp’s next turn. The Sharp can use this power only while granting combat advantage.
Combat weakness: If the Sharp grants combat advantage to anyone, it loses it’s spikes and becomes, essentially, a regular gloople. It loses all resistances, it’s AC decreases by 4, and it’s speed drops by 2. It can no longer use the Impale power.
Abilities
Str: 16, Con: 14, Dex: 16, Int: 1, Wis: 12, Cha: 1
Torchie
Level 8 Minion
Medium natural beast (ooze, blind, gloople, fire)
XP 75
Initiative: +6
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 21
Fortitude: 20
Reflex: 19
Will: 19
Speed: 5
Slam (standard, at-will, fire) +12 vs. AC: 10 fire damage. Ongoing 5 fire damage (save ends.)
Splat (immediate reaction) Trigger: The Torchie dies. Effect: The Torchie explodes. All creatures in a burst 1 are affected. +10 vs. Reflex. 3d10 + 5 fire damage, and ongoing 5 fire damage (save ends.)
Miss: Half damage, and no ongoing damage.
Contagious flame: If the Torchie enters the same space as another gloople, that gloople catches fire. It takes no damage, but anyone who hits it with a melee attack takes 1d10 fire damage. It’s slam attack also deals ongoing 5 fire damage (save ends.) This effect lasts until the Torchie’s next turn.
Extinguishable: At the beginning of a Torchie’s turn, roll a d6. On a one, the Torchie is extinguished (save ends) An extinguished Torchie does not explode when killed.
Alignment: Neutral
Abilities: Str: 14, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Frostie
Level 8 Minion
Medium natural beast (ooze, blind, gloople, cold)
XP 75
Initiative: +6
Senses: blindsense 15
HP: 1(A missed attack never damages a minion)
AC: 21
Fortitude: 20
Reflex: 19
Will: 19
Speed: 6
Slam (standard, at-will, cold) +12 vs. AC: 10 cold damage. The Frostie explodes (see below.)
Splat (immediate reaction) Trigger: The Frostie dies. Effect: The Frostie explodes. Burst 1, +10 vs. Reflex. Creatures who are hit are turned to ice (save ends). While turned to ice, creatures are immobilized and gain vulnerability 5 all damage and vulnerability 10 fire. In addition, whenever a this creature is hit with by a critical hit, that creature takes additional damage equal to their Bloodied value and this effect ends.
Miss: Slowed, and vulnerable 5 fire (no other vulnerabilities.)
Alignment: Neutral
Abilities: Str: 14, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Gray
Level 8 Lurker
Large natural beast (ooze, blind, gloople)
XP 350
Initiative: +7
Senses: blindsense 25
HP: 68
AC: 22
Fortitude: 20
Reflex: 16
Will: 18
Speed: 4
Engulf: (standard, at-will) +11 vs. Reflex: On a hit, the target is grabbed and pulled into the cube’s space; the target is dazed and takes ongoing 5 acid damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the gray. This gray can move normally while creatures are engulfed within it, but cannot use it’s spike attack.
Spike (standard, recharge 4,5,6) line 6, +11 vs. Reflex. 4d8 + 5 damage, and the target is Engulfed (see above.)
Effect: The Gray’s body hardens, giving it resistance 10 to all damage until the end of it’s next turn.
Glom (standard, recharge 5, 6) This power starts out as if it has been used; it must be recharged before being used once. If an oozle is present in an adjacent square, they can glom together to become a Void Eater. Both glooples must be recharged to use this power. Grays cannot Glom while one is engulfing another creature.
Alignment: Neutral
Abilities: Str: 14, Con: 14, Dex:8, Int: 1, Wis: 12, Cha: 1
Inky
Level 5 Minion
Medium natural beast (ooze, blind, gloople)
XP 50
Initiative: +2
Senses: blindsense 10
HP: 1(A missed attack never damages a minion)
AC: 19
Fortitude: 17
Reflex: 15
Will: 16
Speed: 5
Slam (standard, at-will, acid) +10 vs. AC: The target is blinded (save ends), and the Inky explodes, covering a zone 3. Anything entering the zone slides across the zone, then slides three squares in whatever direction they were moving when they entered the square. If any attack with the fire keyword hits the zone, it goes up in flames, dealing 10 fire damage to anyone who starts or ends in that square. The zone lasts until the end of the encounter.
Splat (immediate reaction) Trigger: The Inky dies. Effect: The Inky explodes (see above.)
Alignment: Neutral
Abilities: Str: 14, Con: 10, Dex:10, Int: 1, Wis: 12, Cha: 1
Grinder
Level 12 Brute
Huge Natural Beast (ooze, blind, gloople)
XP 700
Initiative: 5
Senses: blindsense 5
HP: 146
AC: 24
Fortitude: 25
Reflex: 19
Will: 20
Resist 15 all damages, Vulnerability 15 acid. Once the Grinder is bloodied, it’s resistances decrease to 5.
Speed: 4
Trample (standard, at-will) The Grinder can move up to it’s speed and enter enemies spaces. This movement provokes opportunity attacks, and the Grinder must end its move in an unoccupied space. When it enters an enemy’s space, the Grinder makes a Trample attack: +13 vs. Reflex; 3d6 +5 damage, and the target is knocked prone.
Terrain immunity: Grinders ignore all difficult terrain, except the acid left by a meltie. They are also immune to the Frostie’s splat ability.
Alignment: Neutral
Abilities:
Str: 22, Con: 16, Dex: 8, Int: 1, Wis: 12, Cha: 1
Amalgam
Level 12 Elite Lurker
Large natural beast (ooze, blind, gloople)
XP 1400
Initiative: +10
Senses: Blindsense 15
HP: 192
AC: 28
Fortitude: 26
Reflex: 22
Will: 21
Speed: 5
Slam (standard, at-will) +17 vs. AC: 1d8+5 damage
Engulf (standard, at-will) +15 vs. Reflex: On a hit, the target is grabbed and pulled into the amalgam’s space; the target is dazed and takes ongoing 10 acid damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the amalgam. This amalgam can move normally while creatures are engulfed within it. Only one creature can be engulfed at a time. If an engulfed creature dies, it is absorbed by the amalgam – see below.
Absorb (standard, at-will) When any gloople with less than 100 HP enters an Amalgam’s square, it is absorbed by the amalgam. The other gloople ceases to exist, and the amalgam gains 25 temporary hit points, plus 25 more for every size category above small that the absorbed gloople possesses. Once an Amalgam’s Temporary hit points equal it’s current HP total, it loses all temporary HP and divides into two identical Amalgams with HP equal to it’s current total.
Alignment: Neutral
Abilities: Str: 16, Con: 18, Dex: 10, Int: 1, Wis: 12, Cha: 1
I know I probably got a lot of numbers wrong because the guidelines in the DM's guide were confusing to me, (the monster roles table has no entry for minions?) so please help me fix those. Fixed, thanks Meek!