Green Slime (3.5e Monster)

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Author: Aarnott (talk)
Date Created: 15:47, 22 December 2011 (UTC)
Status: Working away
Editing: Clarity edits only please
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Note[edit]

This monster is balanced to fit in a high level of balance game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for characters of its CR.

Green Slime[edit]


Green Slime

CR 11

N Medium Ooze
Init/Senses -5/Blindsight 300ft.; Listen -5, Spot -5
AC 32, touch 21, flat-footed 30; Not subject to flanking
hp 220 (11 HD); Immune to critical hits
Immune Acid, poison, sleep effects, paralysis, polymorph, and stunning.
Fort/Ref/Will +15/+11/+13
Speed 20 ft. (4 squares), climb 20 ft.
Melee +27 Slam (8d6 acid + disease)
Space/Reach 5 ft./5 ft.
Base Atk/Grp +11/+24
Atk Options Expand/Contract, Engulf
Abilities Str 26, Dex 1, Con 30, Int —, Wis 1, Cha 1
SQ Fire/Cold Vulnerability, Flubber Bounce, immune to falling damage, mindless, blind (but has blindsight)
Advancement
Disease (Ex) Whenever a green slime hits an enemy, that enemy is exposed to Slimy Doom (Fortitude save DC 24). If the enemy already has the slimy doom disease, they must save against the disease instead or else advance 1 cycle immediately.
Expand/Contract (Ex) Green slimes are amazingly flexible and can increase or decrease their volume by up to a factor of 16. As a swift action, a green slime can grow or compress 1 size category to a maximum of 2 sizes larger or smaller than their original size.

For the green slime provided here (medium sized):

  • Shrinking to tiny sized increases AC by 2, and attack rolls by +2, but decreases grapple by -4 and its speed by 10 ft.
  • Shrinking to small sized increases AC by 1, and attack rolls by +1, but decreases grapple by -2 and its speed by 5 ft.
  • Growing to large sized decreases AC by 1, and attack rolls by -1 and speed by 5 ft., but increases grapple by +2.
  • Growing to huge sized decreases AC by 2, and attack rolls by -2 and speed by 10 ft., but increases grapple by +4. Reach increases to 10 ft.

Its flexibility allows it to maintain a 5 ft. reach at tiny sized (using long jelly tendrils).

When it grows, if its space increases, it can grow into other creature's squares. The creature must make a Reflex save DC 24 or else become engulfed.

Engulf (Ex) A green slime that grapples a creature (or expands into the creature's square) engulfs it as long as the creature is the same size category or smaller. 2 creatures of a smaller size count as 1 of the next size category for the purposes of determining how many creatures a green slime can engulf.

Englufed creatures cannot breath and must win a grapple check or deal 1/16th of the slime's hp (13 hp) in damage to escape. Attacks an engulfed creature makes must be made with a weapon they could use in a grapple and they deal 1/4 damage.

Fire/Cold Vulnerability (Ex) A green slime that takes over 10 fire or cold damage from a single attack immediately contracts 1 size category, which may expel engulfed creatures.
Flubber Bounce (Ex) As a move action, usable every other round, a green slime can bounce, propelling itself high into the air. Using this ability, it can leap 10x its land speed (200 ft. total jump) in any direction and this can be used as part of a charge.

Green slimes are considered to be a living plague. Their sole purpose is to kill living creatures, turning them into new slimes. They explore the world in a random fashion, usually sticking to underground areas where it is cold. Heat bothers them as does extreme cold and weather variations, in general.

Their lifespan is only a few months, which has prevented them from annihilating everything, but they still cause a lot of damage and usually wipe out most animal life in areas they spread into.

Strategies and Tactics[edit]

A green slime may be mindless, but it still fights effectively. It will go for the smallest creatures first, attempting to engulf them, if possible. It has no problems with flyers or creatures that try to keep a distance because it can leap 200 ft. in a round.

If an enemy deals lots of fire or cold damage, the green slime will retreat.



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