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    Lix Lorn's Avatar

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    Default Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5]

    Based on this game, 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
    Spoiler
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    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
    Spoiler
    Show
    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
    Spoiler
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    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
    Spoiler
    Show
    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
    Spoiler
    Show
    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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!
    Last edited by Lix Lorn; 2014-04-24 at 09:25 AM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    I always like your stuff (even if I nitpick your threads to death). Just a couple of issues jumped out at me.

    Creatures with Int 1 get skills and feats. Only mindless creatures (Int — ) don't get skills and feats except as racial bonus skills and feats.

    On attack lines you have Absorb but that is a special attack and belongs there instead.

    Standard progressions for size usually means a creature gains a size when it doubles its HD so for Gloopie Medium size is 4-9, Large should be 10-18, and Huge 19-36. 15/30/45 for stickie and meltie, 21/42/63 for biter and finally, 24/48/72 for messie. I'm really not sure why these have such large progressions. Normally a 3 HD creature would progress thus Medium 4-5, Large 6-10, Huge 11-15.

    I'm not really clear how Gloopie (or any Slime) makes a slime girl.

    Do Slimes take damage from spells, items and effects that target Oozes? It looks like they do [treat as an ooze], but you never explicitly say it. If I cast sunbeam on Gloopie, does he take damage from it?

    I recommend using Vorpal Tribble's CR Estimator. I don't have time to do it for you but here's it again:

    Vorpal Tribble’s CR Estimator

    #1. Divide creature's average HP by 4.5 to 6.5.
    4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

    #2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

    #3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

    #4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

    #5. Add 1 for every two bonus feats it has.

    #6. Divide total by 3. This should be its rough CR.

    Debby
    Last edited by Debihuman; 2013-07-23 at 09:08 AM.
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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Quote Originally Posted by Debihuman View Post
    I always like your stuff (even if I nitpick your threads to death). Just a couple of issues jumped out at me.
    Haha, thanks.

    Creatures with Int 1 get skills and feats. Only mindless creatures (Int — ) don't get skills and feats except as racial bonus skills and feats.
    Oooh, okay. Shoulda known the feats, I didn't realise skills were min 1.

    Standard progressions for size usually means a creature gains a size when it doubles its HD so for Gloopie Medium size is 4-9, Large should be 10-18, and Huge 19-36. 15/30/45 for stickie and meltie, 21/42/63 for biter and finally, 24/48/72 for messie. I'm really not sure why these have such large progressions. Normally a 3 HD creature would progress thus Medium 4-5, Large 6-10, Huge 11-15.
    I did not know this!

    I'm not really clear how Gloopie (or any Slime) makes a slime girl.
    There is one type of slime that does it. It, and the section better explaining the templates, will come later.

    Do Slimes take damage from spells, items and effects that target Oozes? It looks like they do [treat as an ooze], but you never explicitly say it. If I cast sunbeam on Gloopie, does he take damage from it?
    Yes, will specify.

    I recommend using Vorpal Tribble's CR Estimator. I don't have time to do it for you but here's it again:
    Oooh, thanks!

    Vorpal Tribble’s CR Estimator

    #1. Divide creature's average HP by 4.5 to 6.5.
    4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

    #2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

    #3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

    #4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

    #5. Add 1 for every two bonus feats it has.

    #6. Divide total by 3. This should be its rough CR.

    Debby
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Man, the biter scares the crap out of me in the game. Your bitergirl has really only one way to deal with her: RUN AWAY!!

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Working as intended.

    Edits made; Inkie added.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Oh god. I remember the fuzzies. Those things scare the crap out of me.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    =D

    Not entirely sure what to do with them. Will probably make them crit-based, give them a Blood in the Water effect.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Just a couple more things:

    Your attack lines look a bit odd. I assume that you mean Slam +X melee (Y damage). Or do you mean that oozies have +1 slam as a magic weapon? The order of things does matter on attack lines. Spit should be noted as a ranged attack.

    Stickied should not be in attack line either since it is a special attack.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Quote Originally Posted by Debihuman View Post
    Just a couple more things:

    Your attack lines look a bit odd. I assume that you mean Slam +X melee (Y damage). Or do you mean that oozies have +1 slam as a magic weapon? The order of things does matter on attack lines. Spit should be noted as a ranged attack.

    Stickied should not be in attack line either since it is a special attack.

    Debby
    Whoops. Will change the former bits.

    The latter I think I want to keep. It's much easier if all of the attack's effects are listed in that one spot.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    It seems unnecessary to me to have Absorb be listed twice in the stat block, but okay with me.

    In Absorb you say, "the amount of cutting damage required to get free is noted in the creature description." But that information seems to be missing for your critters.

    In fact, some of the Special Abilities from Slime Subtype are missing from the stat blocks. I can't tell if it's an oversight or if they're missing on purpose. Should they all have Splat listed too?

    Debby
    Last edited by Debihuman; 2013-07-23 at 04:43 PM.
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Quote Originally Posted by firedaemon33 View Post
    Man, the biter scares the crap out of me in the game. Your bitergirl has really only one way to deal with her: RUN AWAY!!
    +1 will save at CR8, Telepath gets psionic dominate at level 7.

    Imagine taming one and then busting down the door to a room full of ogres with tables flipped up and crossbows ready, and using this thing to charge at them.

    The first thing I thought of when reading this class is that you could easily just make a bag of tricks but you pull out marbles that break and release these things instead.

    I would like to see more mechanics and examples of using a whole mess of these as the same time, honestly the biggest change from an ooze I can see is that these would be great to pour out of an opening like a ceiling trap, have all these colorful balls rain down and throw the party into complete chaos dealing with all the different new concepts all over the grid at the same time.
    Last edited by Hanuman; 2013-07-23 at 01:50 PM.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Quote Originally Posted by Debihuman View Post
    It seems unnecessary to me to have Absorb be listed twice in the stat block, but okay with me.

    In Absorb you say, "the amount of cutting damage required to get free is noted in the creature description." But that information seems to be missing for your critters.

    In fact, some of the Special Abilities from Slime Subtype are missing from the stat blocks. I can't tell if it's an oversight or if they're missing on purpose. Should they all have Splat listed too?

    Debby
    Whooops. I copy-pasted Absorb from swallow whole, I'll edit that to have a formula.

    That's deliberate. I put those abilities at the top so I didn't have to keep writing them.
    They're covered by Slime traits.

    Quote Originally Posted by Hanuman View Post
    The first thing I thought of when reading this class is that you could easily just make a bag of tricks but you pull out marbles that break and release these things instead.

    I would like to see more mechanics and examples of using a whole mess of these as the same time, honestly the biggest change from an ooze I can see is that these would be great to pour out of an opening like a ceiling trap, have all these colorful balls rain down and throw the party into complete chaos dealing with all the different new concepts all over the grid at the same time.
    That is the best item.

    What do you mean? Nothing's stopping you doing that.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Quote Originally Posted by Lix Lorn View Post
    What do you mean? Nothing's stopping you doing that.
    Agreed, I'm working on a megaproject though and won't be creating any other content until at least after my next big gig in sept.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    I mean; why couldn't you just throw a bunch of them at someone now?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    first i saw the title thread and I though this was awesome.
    then I saw the swhole thing with the slimgirls and I though it was hilariously silly. But in a good way.

    I wait with impatience to see what voidslimegirls and horrorgirls are going to be like.
    Oh and the Amalgam. the godamn amalgams

    Quote Originally Posted by Lix Lorn View Post
    =D

    Not entirely sure what to do with them. Will probably make them crit-based, give them a Blood in the Water effect.
    Something around regeneration and light damage reduction seems apropriate too since for all intent and purpose fuzzie are 3 hit points bitters with regen in the game.

    Fuzzies alway seemed a bit out of place to me, though, not just because of the furr but also the jaw.
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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Nothin' wrong with some silly...

    And I agree on fuzzies. They're odd.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Will you do the queen? And the its-a-spoiler-to-tell-about gloople? That'd be AWESOME!
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    So the real question is, what is a Ling?

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Yup! But it'll take me a while to get there.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    I'm quite curious to know what creates slimegirls, even though I know I won't like the answer.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    I've seen this done before on these boards, FWIW.

    I don't feel like Googling for it, and this in no way invalidates your project, but you might want to search it up to see what you can take from it (with a link giving credit, and permission if the author is available for comment, of course!).
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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    [Edit] Draco, I came up with nothing on Google for these. Are you sure you aren't thinking of the Elemental Plane of Candy (Gloopy the Molassas monster?).

    Last thing:

    Full attack lines are confusing.

    You can have a Slam attack that is primary and a ranged attack that is primary. In the Full Attack line, they are still separated by "or" since you cannot make primary attacks together.

    If you want to make a secondary attack (because you have slam (a primary attack) and a bite (secondary) then you don't put the bite on the attack line. Only primary attacks belong in the actual Attack line. Secondary attacks are always secondary, even if the creature uses it as its only attack and it still has to take -5 to hit penalty.

    Normally a creature can make a primary melee attack or a primary ranged attack. Even as Full attacks. If it has more than one melee attack you need to decide which is primary and which is secondary.

    Stickie attack lines should look like this.
    Attack: Slam +2 melee (1d3-1 plus 1d3+1 acid plus absorb plus Stickied) OR spit +4 ranged (35 ft.) (1d3+1 acid plus Stickied)
    Full Attack: Slam +2 melee (1d3-1 plus 1d3+1 acid plus absorb plus Stickied) OR spit +4 ranged (35 ft.) (1d3+1 acid plus Stickied)

    Meltie attack lines should look like this.
    Attack: Slam +2 melee (1d3-1 plus 2d6+7 acid plus absorb) OR spit +4 ranged (35 ft.) (2d6+7 acid)
    Full Attack: Slam+2 melee (1d3-1 plus 2d6+7 acid plus absorb) OR spit +4 ranged (35 ft.) (2d6+7 acid)


    Biter is screwed up because it has 2 melee attacks. If they are both primary, then they can't be used together in the Full Attack line. If one is primary then they can both used in a full attack but one is primary and belongs in the Attack line as well as the Full Attack line and the other is secondary and only goes in the Full Attack line.

    If both are Primary then it looks like this.

    Attack: Bite +7 melee (1d6+1/x3 plus +1 Con plus 1d3+3 acid plus improved grab) OR slam +6 melee (1d3+1 plus 1d3+3 acid plus absorb)
    Full Attack: Bite +7 melee (1d6+1/x3 plus +1 Con plus 1d3+3 acid plus plus improved grab) OR slam +6 melee (1d3+1 plus 1d3+3 acid plus absorb)

    If Bite is Primary and slam is secondary, this is how it looks.
    Attack: Bite +7 melee (1d6+1/x3 plus +1 Con plus 1d3+3 acid plus improved grab)
    Full Attack: Bite +7 melee (1d6+1/x3 plus +1 Con plus 1d3+3 acid plus improved grab) AND slam +1 melee (1d3+1 plus 1d3+3 acid plus absorb)

    Which one is correct?

    Debby
    Last edited by Debihuman; 2013-07-24 at 08:31 AM.
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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Ack. I clearly know nothing about natural attacks.
    I'll go through and edit, though for the biter this will take the form of giving them an ability to ignore it.

    Slimegirls are created by Queens, or by one specific type of slime called the Herald slime.
    (I've created a reasonable number of my own species... most of them are elemental species, but the Herald is the most important.)
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    The rules about natural attacks are in the online SRD. Here's the link to the important stuff: http://www.d20srd.org/srd/monsters/intro.htm

    How far can a messie spit its spawn spit? Spit should be a ranged attack. It should have a maximum distance and no range increments.

    Debby
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Oooh. Interesting, reads through it to refresh.

    50ft. It says that, doesn't it?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    It does. You must have updated from the last time I looked. I copied and pasted into a Word document and was looking at that instead of at the stat block here, which I should have done. Sorry about that.

    And in case you hadn't noticed, I'm totally digging these slimes.

    Eventually, you might want to move all the slimegirl stuff to under the queen once you have that done. I suspect the missing creation mechanics will show up there. I know (spoilers).

    Edit: I somehow missed the Spawn Slime stat block so I'll be back to look at it later.

    Debby
    Last edited by Debihuman; 2013-07-24 at 09:26 AM.
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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Hehe, thanks!

    I may do. I quite like having them next to the relevant slimes.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    It might just be due to having met Lixie but I originally read the title as being Amorous Slimes. >.>

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    ...well, let's put it this way. I have to edit lines out of my master copy to keep it board safe.
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    Quote Originally Posted by Thanqol View Post
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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Quote Originally Posted by Lix Lorn View Post
    ...well, let's put it this way. I have to edit lines out of my master copy to keep it board safe.
    I am not even a little surprised by this! Giggling!

    I'm going through the stat blocks again. Neither the messie nor the spawn slime qualify for Improved Grapple (They need a Dex 13 AND they need to have Improved Unarmed Strike feat since it is a prerequisite) so you need to make that a bonus feat for both of them.

    Messie should probably have Weapon Focus (Spawn Spit) as the replacement feat. At least that way, it resembles the other slimes you've made.

    A few other errors crept into the Tiny Spawn Slime's stat block.

    BAB is 0 not -2

    Space/Reach: 2½ ft./0 ft.

    More as I go through it.

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    Default Re: Amorphous Slimes (Monsters and Templates from the Flash game Amorphous+) [d&d 3.5

    Darn feat qualifications. V_V

    Aha, I've already noticed and changed the tiny slimes BAB! xD

    Will change space/reach though...
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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