Sunday, April 15, 2018

Day Seven -- Azure Slime

Day Seven of 30 Monsters in 30 Days.

Azure Slime
# encountered: 1
% in Lair: --
Alignment: Neutral
Movement: 10'
Armor Class: 8

Hit Dice: 4+4
Attacks: Gas cloud
Damage: see below
Save: F5
Morale: None
Hoard Class: None
XP: 140

Largely immobile and unintelligent, azure slimes appear as puddles of brilliant blue slime, with most being about 5' in diameter. They sense the presence of potential prey through vibrations, and can tell when one enters within 90' of them. Once prey is sensed they exude a cloud of nearly invisible (same chance to spot secret doors) vapors that causes those within range to makes a save v. spells or fall asleep, as per the sleep spell. Creatures with 5 or more HD gain a +2 bonus to the Save. The cloud is initially a 10' radius, expanding at a rate of 5' per round, until it reaches its maximum range of a 45' radius. The cloud lingers for one turn before dispersing, and can be used thrice per day.

Azure slimes possess an innate resistance to spells. Any time a spell is cast upon them there is a 1-3 in 6 chance it does not. If it does, the slime is still entitled to a saving throw.

Once potential prey have been rendered unconscious, the azure slime slowly creeps over them, disolving they with strong acidic excretions. Azure slimes have no lair; they travel constantly throughout the cave or dungeon, always searching for prey. Any treasure belonging to their victims is therefore left behind, where it fell. Items of leather or paper are automatically destroyed by the acid, although it is not strong enough to eat through bone, metal or stone.

There are legends of large, ancient azure slimes with double or even treble the base HD. These possess a larger gas cloud, one that is typically more potent than normal, and occasionally (1-2 in 6) will also be able to manifest a pseudopod, striking nearby targets for 24d or 3d4 points of acid damage.


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