Friday, March 28, 2014

20 Vicious Slimes (Red Bestiary)

“Every revolution evaporates and leaves behind only the slime of a new bureaucracy.”
Franz Kafka


  1. Jodfrey's Elixir. A mostly transparent fluid that tends to sweat out of walls where Hard Candy has been improperly stored. It dissolves unprotected skin upon the slightest contact and emits a faintly bleach-like scent. When burned it emits toxic fumes that cause 4d6 within a 20' radius.

    [AL N, MV 3' (1'), AC n/a (no roll needed), HD 2, #AT 1, DG 2d4 per round of contact, SV F1, ML 12 (mindless), Special: Neutralized by chlorine-gas, tends to explode when mixed with sulfur. There are rumors that this stuff might someday revolutionize gunpowder manufacture.]

  2. Cruel Gruel. Lumpy, sloppy goo that quivers and jiggles obscenely in dark, empty rooms. Always surrounded by mounds of dead flies and mites. Emits a sweet-smelling perfume that attracts vermin. One out of every 100 insects that eat the stuff grow to three times the normal size, gain 1d4 HD, and take on a mottled gray coloration that gives them a 70% chance to Hide in Shadows. Cruel Gruel is never found anywhere but in the middle of the floor, and it prefers dimly lit spaces. It does not burn, but if soaked in a bath of epsom salts it takes on the consistency of papier mache and can be molded into simple shapes such as crude gorgets or bracelets that repel vermin for 2d4 days, longer if the person crafting this stuff knows how to mix-in the right amount of bee's wax and lavender oil.

    [AL N, MV n/a, AC n/a (no roll needed), HD 1, #AT 1, DG 1d4 per round of contact, SV F1, ML 12 (mindless)]

  3. Corpse Liquor. Vile, black liquid that seeps up from places where unhallowed or undead corpses have been allowed to rot into the soil, accumulated filth or other dirt. As it percolates to the surface, the edges take on a tar-like consistency and the wet portions reek of corruption and decomposition. Coming into contact with this stuff rapidly dissolves all flesh, living or dead, including leather.

    [AL N, MV 3' (1'), AC n/a (no roll needed), HD 2, #AT 1, DG 2d4 per round of contact, SV F1, ML 12 (mindless), Special: Protection From Evil destroys Corpse Liquor.]

  4. Blue Sploosh. Milky turquoise slime that primarily infiltrates the spaces between floors and ceilings in multiple-story buildings. This stuff is highly corrosive and sometimes there is a faint trace of small blue crystals poking-up through the floor boards or dangling down from a sagging ceiling like little teeth. Most often it is encountered when someone steps onto a rotted section of flooring and their foot breaks through the boards with a sploosh. The slime then attempts to envelope the unfortunate victim, typically taking 1d4 rounds to accomplish this. The slime does no damage until after it fully envelopes its victim, at which time it forcibly suffocates them to death as it forces itself into their air passages, sinuses and lungs. The victim can attempt to Save, but that will only buy them an additional 1d4 rounds before the stuff begins to choke them to death.

    [AL N, MV 12' (4'), AC n/a (no roll needed), HD 3+, #AT 1, DG victim loses 1 CON per Round until reaching zero, at which point they are dead, but can be recovered, SV F1, ML 12 (mindless), Special: Victims of the Blue Sploosh can attempt a STR check to break free every other round they are enveloped. Attempting to attack the Sploosh while it has enveloped a victim causes the victim to take all the damage. Foragers often carry a small tin containing a sticky paste made from Red Weeds that causes 1d4 damage per round to the blue Sploosh. The best remedy tends to be the spell Repel Slime.]

  5. Gray Fuzz / Fuzzy Mat. Dark gray patches of thick, viscous slime covered with a three-foot-thick haze of ultra-fine filaments. The fuzz wraps itself around anything that comes into contact with the stuff. It causes a nasty-looking gray rash wherever it comes into contact with unprotected skin. There is a base 30% chance of not noticing a patch of the Gray Fuzz for 1d4 rounds if one accidentally steps into it, however at the end of that time the victim takes double damage for the next 1d4 rounds. Some foragers have learned the trick of getting this stuff to wrap around a torch-stub that they then quickly cover with molten wax. When tossed into a fire, these things spatter sticky, burning gobs all over the place, making it useful in setting-up traps, ambushes and the like.

    [AL N, MV 3' (1'), AC n/a (no roll needed), HD 1, #AT 1, DG 1d6 per round of contact, SV zero-level-human, ML 12 (mindless), Special: Stains everything dark gray. Very flammable, but spatters like water tossed into a grease fire, lobbing 2d4 flaming gobbets in random directions, each one causing 1d4 damage per round for the next 1d4 rounds as they cling to whatever they land on.]

  6. Scrambles. Cheesy-smelling mess that looks like slightly runny scrambled eggs. It doesn't do much. Just sits there like a greasy-lump. When you finally get that briny after-taste in your mouth it'll be too late.

    [AL N, MV 1' (1'), AC n/a (no roll needed), HD 1, #AT 1, DG emits poison gas that takes 1d4 rounds to affect anyone within 60', SV F1, ML 12 (mindless), Special: Once the gas takes effect all victims within 60' of the Scrambles must make a Save. Success indicates that they pass out for 1d4 hours. Failure means that they lose 1d4 CON each round for the next 2d4 rounds. Anyone reaching zero CON are dead, and non-recoverable as their prone body is now host to a new colony of Scrambles. Moving out of the 60' area of effect grants a second Save attempt. Success on this second attempt stops the CON damage. Failure has no effect; the damage continues for the full duration. CON lost to the gas emitted by Scrambles is recovered at twice the normal rate. Scrambles are not flammable, but they do shrivel into a rancid-yellow powder if enough gunpowder is poured on top of the main mass. This rancid-yellow powder, once fully dried, will burn with a lambent blue flame and give off a toxic dark yellow smoke that does 3d4 per round for 3d4 rounds.]

  7. Sprinkles. Wet, black sprinkles floating in a translucent slime. It reeks of cardamom or anise and tends to curdle linoleum and similar substances into bilious off-white masses of fluid-filled bubbles. The fluid is highly caustic, while the floaty black-bits are quite toxic.

    [AL N, MV 6' (3'), AC n/a (no roll needed), HD 1, #AT 1, DG 1d4 per round for 1d4 rounds (fluid), 2d4 per round for 2d4 rounds (toxin), SV zero-level-human, ML 12 (mindless), Special: Victims who survive an attack of the Sprinkles have a base 30% chance to fall ill for 1d4 Turns whenever they take damage. This effect persists for 1 week. Each time this happens they must also make a Save, success means everything remains as it was, failure means they are paralyzed for the next 4 rounds while they painfully vomit forth a fresh patch of Sprinkles, suffering 1d4 damage each round.]

  8. Floor Fudge. Thick, soft brown paste-like stuff that accumulates on the floor of empty rooms and other places that receive little to no traffic. It is sticky, but not overly so. It is very pliable, especially when warm. It smells like fresh butter or caramel, except when set on fire, then it stinks terribly and emits a cloying, thick brown smog that reduces visibility by 75% and inflicts 2d4 damage per round for the next 3d4 rounds within a 30' radius. When it comes into contact with metal, this stuff flees, usually by oozing into the floor, which often causes sections of the floor to collapse. Most Foragers prefer to just leave well enough alone. Eating it causes 6d6 damage.

    [AL N, MV 30' (10'), AC n/a (no roll needed), HD 3, #AT 1, DG (special; 6d6 if eaten), SV zero-level-human, ML 12 (mindless), Special: More than one ambitious chef or desperate cook have attempted to make this stuff edible, so far with predictable, if often tragic results.]

  9. Pink Curds. Squishy pink bits of gelatinous matter that slowly congeal into delicate rosettes in the corner. They emit a doughy fragrance and a trickle of pinkish fluid that stains all organic materials varying shades of pink. If exposed to open flame the Curds tend to crystallize into brittle, translucent bubbles that contain a much-heavier-than-air poison gas. The materials stained by this thing's fluids cause 1d4 damage per round of contact. The stain will penetrate boots and most foot-gear within 1d4 rounds.

    [AL N, MV n/a, AC n/a (no roll needed), HD 1, #AT 1, DG 1d4 per round of contact with stained material, SV MU1, ML 12 (mindless), Special: If exposed to flame, crystallizes and produces poison gas contained within bubbles. Poison gas causes 4d6 damage within 10' radius, but only forms a dense pink miasma 1' above the ground or floor, and will seek the lowest point in any space it is released into, including swirling away down a drain or stairwell. The gas will persist for 4d6 Turns.]

  10. Stair Sludge. Lard-like slime that forms mostly upon stairs and steps within ruined or burned-out buildings. It is incredibly slippery but won't burn unless hit with a flame thrower for a sustained period of time, and then only grudgingly. Foragers know to look for this stuff before using stairs--or ladders.

    [AL N, MV 1' (1'), AC n/a (no roll needed), HD 2, #AT 1, DG roll DEX or less on 2d20 or slip and fall, SV F1, ML 12 (mindless), Special: Tends to leak out of most containers, perhaps because it makes the seal too slippery to fully close.]

  11. Dark Butter. Brownish-black stuff the consistency of butter that forms at the bottom of long-standing pools of stagnant water located inside old buildings. Soft and yielding, the stuff is often mistaken for mud, however once it has been stepped into or otherwise allowed to adhere to a victim's body, if it is removed from the water, it will erupt into smoky, nacreous flames causing 3d6 damage to the one smeared with it. However, these flames will not harm anyone else. Unless they, too, come into contact with the Dark Butter and then expose it to the air.

    [AL N, MV 1' (1'), AC n/a (no roll needed), HD 1, #AT 1, DG 3d6, SV F1, ML 12 (mindless), Special: It is claimed that Dark Butter can be neutralized by adding some Black Liquor to any stagnant water one comes across, but seeing as that tends to attract swarms of blood-flies or bite-mites, few take this advice seriously.]

  12. Pit Drippings. Sour olive-drab effluent that coats vertical surfaces within dark spaces with little to no air circulation. Has a distinctive tendency to glow subtly when exposed to torchlight, but the effect takes 2d4 rounds to become noticeable, which is often too late.

    [AL N, MV 9' (3'), AC n/a (no roll needed), HD 2, #AT 1, DG 1d4 per round of contact, SV F1, ML 12 (mindless), Special: Neutralized by most forms of alcohol. All attempts to climb a surface coated in this stuff is reduced by 75%. It also dissolves rope, leather and most fabrics within 4 rounds of contact.]

  13. Deleterious Drizzle. Milky white fluid that slowly seeps through bookshelves and walls as it seeks out books, scrolls and the like. This stuff causes no physical damage on contact, but instead scrambles the victim's speech and language abilities so that they are reduced to uttering gibberish for 3d4 rounds, making spell-casting extremely unreliable or impossible. When the Drizzle comes into contact with any form of writing, it saturates the substrate and consumes all traces of the writing, effectively erasing the work. A single blob of Drizzle can decimate a library as it destroys 1d4 pages of written material per round.

    [AL N, MV 15' (5'), AC n/a (no roll needed), HD 3, #AT 1, DG (See Above), SV MU 3, ML 12 (mindless), Special: Neutralized by extreme heat. But that tends to destroy the thing's dining materials as well.]

  14. Tomb Tar. Clumpy, stinky, thick black slime. It seeps into the most inconvenient niches, cracks, seams and crannies in places where the dead are restless or wrathful.

    [AL C, MV 12' (4'), AC n/a (no roll needed), HD 2 (Immune to iron/steel weapons), #AT 1, DG drains 1 STR per strike, SV F1, ML 12 (mindless), Special: Can be Turned as a 4 HD undead by any suitably trained Cleric, Heretic or Anticleric. For some reason this stuff takes double damage from bone weapons, however the weapon becomes severely blackened, softened and unusable afterwards.]

  15. Slimeway. Wet, flat light-green slime that extends down into the ground to form small passages used by Oozes, Froths, blobs, Jellies and other Amorphous Horrors. This slime may be one massively distributed colony extending for many, many miles across and far below the present location where it has been spotted. There is a small reward for those who can accurately mark the location of an undisturbed Slimeway patch on the map of one of the scholars investigating this stuff.

    [AL N, MV n/a, AC n/a (no roll needed), HD 4 (regenerates 1 point per turn), #AT n/a, DG n/a, SV MU 4, ML 12 (mindless), Special: Lacking any real damage-dealing capability, this slime does however impose a Wandering Monster roll every turn spent within 20' of whichever part has been most recently exposed.]

  16. Mauve Ichor. Attractive looking puddle of what at first might be mistaken for spilled paint or dye. This slime is highly unnatural and hostile, latching onto anyone within 10' of its current position and inflicting 3d4 damage per attack.

    [AL C, MV 12' (4'), AC 7, HD 4, #AT 1, DG 3d4, SV F4, ML 12 (mindless), Special: Neutralized by Black Smoke, as if that will help.]

  17. Sliding Scales. Vividly streaked green, yellow and whitish slime that has a semi-scaly texture or appearance. This stuff is very slippery, wet and poisonous. It doesn't cause much damage in and of itself, but an encounter with this slime can prove very costly after the fact.

    [AL N, MV 12' (4'), AC n/a (no roll needed), HD 3, #AT 1, DG 1 point of damage + Persistent Wound Effect: Victim takes double damage from all attacks and suffers diminished healing (twice-normal rate for the next 1d4 hours, SV zero-level-human, ML 12 (mindless).]

  18. Cobble Slop. Foul-smelling waxy build-up found in-between the cobbles of perpetually-dark alleys and similar passages. It leaves a lingering dark yellow-green film on one's boots, what some refer to as 'Thieves' Mustard,' which is fairly innocuous until it gets mingled with nightsoil or urine. Then the stuff rapidly expands into a pungent green slop that causes 2d6 damage per round one remains in contact with the stuff. The 'Thieves' Mustard' seems to be insoluble and cannot be removed, lending to the unsavory and underhanded practice of some cobblers to employ urchins and the like to lure the unwary into walking through a patch of Cobble Slop so as to force them to buy new boots.

    [AL N, MV 3' (1'), AC n/a (no roll needed), HD 1, #AT 1, DG 1d6 per round of contact, SV F1, ML 12 (mindless), Special: It is rumored that the Cobblers may know of a secret recipe for dissolving Thieves' Mustard, which they then use in various ways within their shops.]

  19. Red Slime. Viscous red slime that drools off of irregular surfaces in stringy masses. This stuff pits, corrodes and ultimately dissolves iron/steel, and it is attracted by freshly-spilt blood.

    [AL C, MV 6' (2'), AC n/a (no roll needed), HD 3, #AT 1, DG 2d4 +Rust, SV F2, ML 12 (mindless), Special: Can be neutralized by covering it with a substantial quantity of dried grains such as oats. The Red Slime is absorbed into the grains and can then be safely burned to destroy it. Eating the saturated grains results in 6d6 damage.]

  20. Drip-Drops. Disgusting dark orange fluid that takes up position on ceilings and overhangs so as to casually and stealthily drip upon passersby. This slime tends to numb those areas of the skin it touches, which is perhaps a kind thing, since it also quickly causes flesh to melt into a stew of undifferentiated cells. Thankfully this stuff avoids loud noises and bright lights and the dissolution of flesh can be halted by applying copious amounts of Black Liquor upon the area affected. The cheaper the bottle, the more will be needed.

    [AL N, MV 6' (2'), AC n/a (no roll needed), HD 3, #AT 1, DG 3d4 per round of contact, SV F3, ML 12 (-6 when exposed to loud noise or bright light), Special: Neutralized by Black Liquor.]



You might also find Wet Spots, Corpuscular Sludge, Drab Jelly, Ferruginous Blob, The various forms of Gobbling Grout, Loathsome Masses, Mind Slime, Yelg Froth, Scabrous Froth,  Variant Forms of the Squick & Ichorous and/or the Brewer's Bane to be of interest. There is also a table of Writhing Masses for Jalamere, as well as paper minis for Raging Blobs, Ferric Blobs, Cerebro Blobs, and others on the way. We'll also have a few more Amorphous Horrors coming along soon...

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