Primitive Slimes

by CanceRevolution

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Primitive Slimes

Among the oldest and most basic of oozes, the Primitive Slimes have persisted throughout eons, standing as a testament to the raw, undiluted power of adaptability. Unlike their more evolved counterparts, which might sport specialized forms or abilities, Primitive Slimes thrive on simplicity. Their translucent and gelatinous bodies ripple and shimmer, often capturing the colorations of their surroundings, making them both magnificent and treacherous in their subtle presence.

A remarkable characteristic of these ancient entities is their unique capacity to absorb toxins from their immediate environment, a survival mechanism that has granted them longevity in a world teeming with threats. By metabolizing these toxins, the Primitive Slime not only neutralizes potential dangers but also transmutes them into potent poisons of its own. As a result, each slime becomes a mirror of its habitat: a slime from a venomous swamp might paralyze its prey with a mere touch, while one from a toxic wasteland might inflict corrosive burns. This not only makes them formidable foes, but also valuable targets for alchemists and potion-makers seeking rare and potent ingredients.

Tier 1



Small Slime

Small, Ooze

Tier 1, Challenge Point 1, XP: 1

Attributes

AC 6 AP 0
HP 5 Posture 6
  • Damage Immunities: Acid, Brain, Poison, Psychic
  • Damage Weakness: Bleed
  • Passive Insight/ Perception 8
  • Senses Blind Senses
  • Language None

Movement

Base 20 Climb/Swim 10 Dash 20

Stats + Skills

STR -1 DEX +3 INT -5 WIS -2 CHA -4
  • LU +3: Luck Points: 3; Critical Fail: 1

Abilities

  • Environmental Poison If you are subjected to an environment with poisons, such as a swamp or a tavern full of alcohol, you become poisonous.
  • Once per round, when you hit an attack, the creature must then succeed on an Endurance Save (DC 11) or become Poisoned (1d4, 1 turn).
  • The poison might give extra effects depending on the environment. In a swamp, this poison might leave the creature in harsh terrain, while the alcohol might leave the creature Confused.

Actions (1)

  • Phagocytose Hit +3, Dmg 1d4 strike
  • Sticky: On a hit, you stick to the target. Both you and the target share the same space.
  • If any Attack against you misses, it then hits that target instead. The target can use 1 Action to make an Athletics save (DC 11) to remove you on a success.


Slime

Medium, Ooze

Tier 1, Challenge Point 3, XP: 3

Attributes

AC 11 AP 0
HP 17 Posture 13
  • Damage Immunities: Acid, Brain, Poison, Psychic
  • Damage Weakness: Bleed
  • Passive Insight/ Perception 8
  • Senses Blind Senses
  • Language None

Movement

Base 30 Climb/Swim 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT -5 WIS -2 CHA -4
  • LU +3: Luck Points: 3; Critical Fail: 1

Abilities

  • Environmental Poison If you are subjected to an environment with poisons, such as a swamp or a tavern full of alcohol, you become poisonous.
  • Once per round, when you hit an attack, the creature must then succeed on an Endurance Save (DC 12) or become Poisoned (1d4, 1 turn).
  • The poison might give extra effects depending on the environment. In a swamp, this poison might leave the creature in harsh terrain, while the alcohol might leave the creature Confused.
  • Mitosis: When your Posture is broken, you can divide yourself into two Small Slimes.

Actions (2)

  • Phagocytose Hit +4, Dmg 1d6 strike
  • Sticky: On a hit, you stick to the target. Both you and the target share the same space.
  • If any Attack against you misses, it then hits that target instead. The target can use 1 Action to make an Athletics save (DC 12) to remove you on a success.


Fat Slime

Large, Ooze

Tier 1, Challenge Point 8, XP: 8

Attributes

AC 11 AP 0
HP 70 Posture 30
  • Damage Immunities: Acid, Brain, Poison, Psychic
  • Damage Weakness: Bleed
  • Passive Insight/ Perception 8
  • Senses Blind Senses
  • Language None

Movement

Base 25 Climb/Swim 15 Dash 30

Stats + Skills

STR +6 DEX -2 INT -5 WIS -2 CHA -4
  • LU +3: Luck Points: 3; Critical Fail: 1

Abilities

  • Environmental Poison If you are subjected to an environment with poisons, such as a swamp or a tavern full of alcohol, you become poisonous.
  • Once per round, when you hit an attack, the creature must then succeed on an Endurance Save (DC 14) or become Poisoned (1d4, 1 turn).
  • The poison might give extra effects depending on the environment. In a swamp, this poison might leave the creature in harsh terrain, while the alcohol might leave the creature Confused.
  • Mitosis: When your Posture is broken, you can divide yourself into two Slimes.

Actions (1)

  • Phagocytose Hit +6, Dmg 1d12 strike
  • Fat Prison: On a hit, a Medium or smaller creature then shares the same space as you, and it becomes Knocked Prone, Contained and Immobilized while you are above it.
  • That creature can use 1 Action to make 1 Athletics Save (DC 14), moving away from your space.