Most oozes move so slowly that a canny adventurer can avoid combat with them entirely by simply walking away. Good encounter design, or at least the element of surprise, is required to make many oozes a viable threat to a party. The famous gelatinous cube, for example, is best employed as a surprise (its natural transparency and tendency to conform to the dimensions of a typical dungeon corridor means some adventurers literally walk right into it) or in conjunction with traps (personally, I'm a fan of the ol' gelatinous-cube-at-the-bottom-of-a-pit-trap goof). Oozes are slow bags of acidic hit points - it's a niche they fill well. But sometimes you want to use an ooze outside of their niche. That was the idea behind the bombardier ooze, which can engage adventurers at range by shooting out gobs of acid. The idea for the quicksilver ooze came from a similar place: what if there was an ooze that you couldn't outrun?
photo by bionerd, via Wikimedia |
The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.
A slithering pool of silvery metallic ooze
rushes across the floor with surprising speed
Quicksilver Ooze CR
5
XP 1,600
N Small ooze
Init +5; Senses blindsight 60 ft.; Perception -5
DEFENSE
AC 16, touch 16, flat-footed 11 (+5
Dex, +1 size)
hp 66 (7d8+35)
Fort +7, Ref +7, Will -3
Immune acid, ooze traits
Resist fire 10
Weaknesses cold vulnerability,
temperature sensitive
OFFENSE
Speed 50 ft., climb 20 ft.
Melee 2 slams +9 (1d6+3 plus poison)
Special Attacks dissolve treasure
STATISTICS
Str 15, Dex 20, Con 21, Int --, Wis 1, Cha 1
Base Atk +5; CMB +6; CMD 21 (can’t be
tripped)
SQ temperature sensitive
SPECIAL ABILITIES
Dissolve Treasure (Ex)
A
quicksilver ooze can dissolve gold, silver, copper, and most other metals with
its body. By engulfing or maintaining contact with the metal, the quicksilver
ooze can dissolve and absorb up to 1d4 pounds of metal per day. Each pound of metal so consumed heals the
ooze by 1d8 points of damage. Iron,
steel, platinum, and adamantine are not affected by the quicksilver ooze. A dead quicksilver ooze may contain up to 1d4
pounds of dissolved metals in its body, requiring a DC 20 Craft (alchemy) check
to extract.
Poison (Ex)
Mercury – Slam – injury; save Fort DC 18, frequency 1/round for 6 rounds, effect
1d2 Dex, cure, 1 save
Temperature Sensitive (Ex)
Any time a
quicksilver ooze takes cold damage, it is affected for one round as if by the slow spell. Any time it takes fire damage (or would take
fire damage but is prevented by its fire resistance), it is affected as if by the
haste spell.
ECOLOGY
Environment underground
Organization solitary, pair, or swarm
(3-9)
Treasure dissolved treasure
A pool of
living quicksilver, this metallic slime moves much faster than most other
oozes. It eats gold and other valuable
metals, making it an enemy of dwarves and other mining races. The many strange properties of its metallic
body make it sought after by alchemists and wizards.
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Hey, April 1st is fast approaching, and that means a special anniversary edition of d20 despot! Tune in Saturday to see how d20 despot does its four year anniversary.
-your cinnabar d20 despot
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