Cavern Slime by Ogre_Bane
Huge Ooze
Hit Dice: 12d10+96 (162 hp)
Initiative: -1 (-5 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares)
Armor Class: 12 (-2 size, -5 Dex, +9 natural), touch 3, flat-footed 12
Base Attack/Grapple: +9/+28
Attack: Slam +18 melee (1d10 +11 and ability damage)
Full Attack: 2 Slam +18 melee (1d10 +11 and ability damage)
Space/Reach: 15 ft./15 ft.
Special Attacks: Ability damage
Special Qualities: Blindsense, fast healing 5, ooze traits, resistance to energy (cold 20), tremorsense, vulnerability to energy (fire)
Saves: Fort +12, Ref +1, Will -1
Abilities: Str 33, Dex 1, Con 27, Int -, Wis 1, Cha 1
Skills: Hide -13*, Listen -5, Spot -5
Feats: Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack

Environment: Any underground
Organization: Solitary or Pair
Challenge Rating: 15
Treasure: Standard
Alignment: Always neutral evil
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -


This huge blue slime slithers towards you as two large psuedopods raise up from its amorphous body. An aura of chill radiates from the creature.

Cavern slimes are blue oozes that inhabit the lowest reaches of underground caverns. This stick to walls and drop down on top of their prey to suck the energy out of them with their extensive cold bodies.

Cavern slimes are about 25 feet in diameter and weigh approximately 3,500 pounds.,Cavern slimes are blue oozes that inhabit the lowest reaches of underground caverns. This stick to walls and drop down on top of their prey to suck the energy out of them with their extensive cold bodies.

Cavern slimes are about 25 feet in diameter and weigh approximately 3,500 pounds.

Combat
Cavern slimes prefer to wait for prey until they can sense them with their tremorsense or blindsense. They then wait until the right moment to drop on top of their victims, sucking the heat from them.

When cornered in combat, the cavern slime strike at enemies with two large psuedopods that can cause extensive bludgeoning damage.

Ability Damage (Su): Due to the unnatural cold radiated by the cavern slime's body, each strike deals 1d2 points of temporary Strength damage. A fortitude save (DC 24) is allowed to negate this effect. The save is Constitution based. Fast Healing (Ex): The cavern slime heals 5 points of damage each round as long as it has at least 0 hit points.

Resistance to Energy (Ex): Although the cavern slime is highly cold, it still takes some damage from extensive exposure to extreme cold. The cavern slime disregards the first 20 points of cold damage from each attack.

Tremorsense (Ex): 90 feet.

Vulnerability to Energy (Ex): Cavern slime take half again as much (+50%) damage as normal from all fire based attack, regardless of whether a saving throw is allowed, or if the save is a success or failure.

An ooze possesses the following traits (unless otherwise noted in a creature's entry).

  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Not subject to critical hits or flanking.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Oozes eat and breathe, but do not sleep.

    Society
    Cavern slime normally live alone, but sometimes they are paired up with another slime for mutual benefit.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



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