Slime Mould

(Generated 126 times)
Namelist None
Tags
Rank Novice
Race Gorp
Cult rank None
Notes Slime molds are revolting oozes that wallow in rot and decay. A perfect example of symbiosis, each slime mold is covered in a thick garden of fungi, mildew, and toadstools, which helps it blend in with the surroundings. As ambush hunters, they can lie silently in wait for days at a time, surging into frenzied movement as soon as prey comes within reach. Most commonly encountered in deep forests, variations have adapted to life in caverns and sewers as well. They lack any ability to digest food, and rely entirely on their symbiotic fungal gardens to break down any organic matter they find into easily absorbed compost and decay. The molds and mushrooms that coat the ooze in turn receive ample food supplies, and over countless generations, many have developed into deadly variations of the forest or cave fungi from which they evolved. This fungal breakdown is in many ways akin to a disease—known as fungal rot, it can kill if allowed to progress for long. Those who succumb to fungal rot become tired and listless. Eventually, paralysis sets in and the victim’s flesh begins to blacken and decay, running from the body in liquid streams that the slime mold can easily absorb. In a somewhat nauseating turnabout, certain creatures find the unusual fungus that grows upon a slime mold to be quite tasty, and these creatures actively hunt slime molds to devour their gardens—although they take care to avoid actual contact with the mold itself unless they happen to be immune to disease. Slime molds are ovoid in shape, growing up to 12 feet in length and weighing more than 600 pounds. Their substance is normally a sickly greenish-brown, with the coloration varying depending on their environment and how recently they’ve fed. They instinctually keep their coating of fungus and other vegetable detritus exposed above them, granting the slime mold a distinctive, undulating gait rather than the fluid movement of most oozes. To reproduce, slime molds split off small patches of their bodies whenever they encounter thick beds of fungi or mold. Over several months, these tiny blobs acclimate to the rot and absorb each another, until a single slime mold sprouts its own garden and begins hunting live prey. Fungal rot: Application: Contact- Any creature that touches a slime mold with an unarmed strike or a natural attack is also exposed to this foul disease. Potency: as END of creature Resistance: Endurance Onset time: 24 hours Duration: until cured or death Conditions: Once the disease manifests the victim suffers 1 fatigue level per day, and also loses 1d2 STR and 1 CON. These losses does not recover until the disease has been cured. Antidote/Cure: Can be cured with magic, or Antidotes made from herbal remedies with anyone using Lore (herbalism) or similar skill.
Creatorskarza
Stats
STR 16
CON 21
SIZ 27
DEX 10
INT 8
POW 7
CHA 0
D20Hit locationArmor
01-20 Body 1
Attributes
Movement 4 m
Natural armor Yes

Non-random features

ListFeature
Ability ***Engulfing*** The max size of victim is figured as half the creature’s own SIZ, but may be less than this depending on the creature’s physiology. Engulfed victim suffers at least one damage roll based on the creature’s bite attack before being swallowed – the time spent chewing depends on the creature and how sensitive its innards are. If still alive a swallowed victim will begin to suffocate. Often victim lacks the mobility to move inside the digestive tract or the creature is so large that he will die long before he can cut its way out.
Ability ***Slippery*** Attempts to grapple, entangle or grip suffer a Formidable difficulty penalty
Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
Ability ***Elasticity*** Can stretch body parts to unusual proportions
Ability ***Immunity(Pain)*** Always pass their Endurance rolls after taking a Serious Wound and do not lose attack actions because of them. Major Wounds affect them normally.
Ability ***Immunity to mind affecting magic***

Standard skills

Athletics STR+DEX+20 Brawn STR+SIZ+35 Endurance CON+CON+40
Evade DEX+DEX Perception INT+POW+10 Willpower POW+POW+25

Combat styles

Slam or engulfSTR+DEX+35

Weapon options

1-handed weapons

Amount: 1
Slam (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Slam 1h-melee 1d6 L L - Bash, Stun location, Grip Y Y 0 0 body