Dungeons and Dragons Ooze 3.5 PBP RPG

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Ooze

Oozes are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter-living or dead.

Combat

Oozes attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey.

Blindsight (Ex): An ooze's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Black Pudding

Black Pudding

Elder Black Pudding

Huge Ooze

Gargantuan Ooze

Hit Dice:

10d10+60 (115 hp)

20d10+180 (290 hp)

Initiative:

-5

-5

Speed:

20 ft. (4 squares), climb 20 ft.

20 ft. (4 squares), climb 20 ft.

Armor Class:

3 (-2 size, -5 Dex), touch 3, flat-footed 3

1 (-4 size, -5 Dex), touch 1, flat-footed 1

Base Attack/Grapple:

+7/+18

+15/+35

Attack:

Slam +8 melee (2d6+4 plus 2d6 acid)

Slam +19 melee (3d6+12 plus 3d6 acid)

Full Attack:

Slam +8 melee (2d6+4 plus 2d6 acid)

Slam +19 melee (3d6+12 plus 3d6 acid)

Space/Reach:

15 ft./10 ft.

20 ft./20 ft.

Special Attacks:

Acid, constrict 2d6+4 plus 2d6 acid, improved grab

Acid, constrict 2d8+12 plus 2d6 acid, improved grab

Special Qualities:

Blindsight 60 ft., split, ooze traits

Blindsight 60 ft., split, ooze traits

Saves:

Fort +9, Ref -2, Will -2

Fort +15, Ref +1, Will +1

Abilities:

Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1

Str 26, Dex 1, Con 28, Int -, Wis 1, Cha 1

Skills:

Climb +11

Climb +16

Feats:

-

-

Environment:

Underground

Underground

Organization:

Solitary

Solitary

Challenge Rating:

7

12

Treasure:

None

None

Alignment:

Always neutral

Always neutral

Advancement:

11-15 HD (Huge); 16-30 HD (Gargantuan)

-

Level Adjustment:

-

-

The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.

Combat

A black pudding attacks by grabbing and squeezing their prey.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.

The pudding's acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Elder Black Pudding

The most ancient black puddings are vast pools of inky death.

Combat

The save DC for the elder black pudding's acid attack (DC 29) is adjusted for its additional Hit Dice and higher Constitution score.

Gelatinous Cube

Gelatinous Cube

Huge Ooze

Hit Dice:

4d10+32 (54 hp)

Initiative:

-5

Speed:

15 ft. (3 squares)

Armor Class:

3 (-2 size, -5 Dex), touch 3, flat-footed 3

Base Attack/Grapple:

+3/+11

Attack:

Slam +1 melee (1d6 plus 1d6 acid)

Full Attack:

Slam +1 melee (1d6 plus 1d6 acid)

Space/Reach:

15 ft./10 ft.

Special Attacks:

Acid, engulf, paralysis

Special Qualities:

Blindsight 60 ft., immunity to electricity, ooze traits, transparent

Saves:

Fort +9, Ref -4, Will -4

Abilities:

Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1

Skills:

-

Feats:

-

Environment:

Underground

Organization:

Solitary

Challenge Rating:

3

Treasure:

1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)

Alignment:

Always neutral

Advancement:

5-12 HD (Huge); 13-24 HD (Gargantuan)

Level Adjustment:

-

The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube's body.

A typical gelatinous cube is 15 feet on a side and weighs about 50,000 pounds, though much larger specimens are not unknown.

Combat

A gelatinous cube attacks by slamming its body into its prey. It is capable of lashing out with a pseudopod, but usually engulfs foes.

Acid (Ex): A gelatinous cube's acid does not harm metal or stone.

Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

Gray Ooze

Gray Ooze

Medium Ooze

Hit Dice:

3d10+15 (31 hp)

Initiative:

-5

Speed:

10 ft. (2 squares)

Armor Class:

5 (-5 Dex), touch 5, flat-footed 5

Base Attack/Grapple:

+2/+3

Attack:

Slam +3 melee (1d6+1 plus 1d6 acid)

Full Attack:

Slam +3 melee (1d6+1 plus 1d6 acid)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Acid, constrict 1d6+1 plus 1d6 acid, improved grab

Special Qualities:

Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent

Saves:

Fort +6, Ref -4, Will -4

Abilities:

Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1

Skills:

-

Feats:

-

Environment:

Cold marshes

Organization:

Solitary

Challenge Rating:

4

Treasure:

None

Alignment:

Always neutral

Advancement:

4-6 HD (Medium); 7-9 HD (Large)

Level Adjustment:

-

A gray ooze can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds.

Combat

A gray ooze strikes like a snake, slamming opponents with its body.

Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.

The ooze's acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.

Ochre Jelly

Ochre Jelly

Large Ooze

Hit Dice:

6d10+36 (69 hp)

Initiative:

-5

Speed:

10 ft. (2 squares), climb 10 ft.

Armor Class:

4 (-1 size, -5 Dex), touch 4, flat-footed 4

Base Attack/Grapple:

+4/+10

Attack:

Slam +5 melee (2d4+3 plus 1d4 acid)

Full Attack:

Slam +5 melee (2d4+3 plus 1d4 acid)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Acid, constrict 2d4+3 plus 1d4 acid, improved grab

Special Qualities:

Blindsight 60 ft., split, ooze traits

Saves:

Fort +8, Ref -3, Will -3

Abilities:

Str 15, Dex 1, Con 22, Int -, Wis 1, Cha 1

Skills:

Climb +10

Feats:

-

Environment:

Temperate marshes

Organization:

Solitary

Challenge Rating:

5

Treasure:

None

Alignment:

Always neutral

Advancement:

7-9 HD (Large); 10-18 HD (Huge)

Level Adjustment:

-

An ochre jelly can grow to a diameter of about 15 feet and a thickness of about 6 inches, but can compress its body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 5,600 pounds.

Combat

An ochre jelly attempts to envelop and squeeze its prey.

Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.

Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.

Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original's current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.

Skills: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.


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