Grave Ooze

(Generated 49 times)
Namelist None
Tags
Rank Novice
Race Gorp
Cult rank None
Notes Grave ooze is a foul-smelling black slime that rises from the graves of murderers and thieves. The ooze can slither and fl ow with surprising speed and its jet-black colour makes it resemble a moving shadow. Grave ooze is drawn to dark, cold places, where it festers and grows. It is hostile to all living things and kills by drawing the very life out of the cells. The remains of those slain by the ooze appear uninjured but are icy cold to the touch and are rotting on the inside. Fire and bright light both repel the ooze and fi re attacks do double damage. The ooze often slithers its way up to cling to the ceiling of a cave or crypt and then drops down to ambush an unsuspecting foe. It has also been known to lurk in shallow pools of water, waiting for a victim to come by. **Icy Touch**: The location struck by an ooze attack is temporarily paralyzed because of the extreme cold, reducing the victim’s Dexterity by 1D6 per attack. Warming and rubbing the affected areas restores health and movement. **Using Grave Ooze**: Grave ooze is a hazard for adventurers in tombs and crypts. Combine it with another danger, like a skeleton patrol, to force the characters to fight when they are half-paralyzed.
Creatorraleel
Stats
STR 4d6
CON 3D6
SIZ 3d6
DEX 2d6
INT
POW 1d3
CHA 1
D20Hit locationArmor
01-20 Body 0
Attributes
Movement 6m
Natural armor Yes

Additional features

FeatureProbability
Chaotic feature 05% View items

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 ***Area Attack*** Creature or plant of suitable size can sweep or stomp multiple foes, its attack roll being simultaneously applied to everyone within reach of the body part used to make the attack.
Ability ***Amphibious*** Can breathe both underwater and on dry land
Ability ***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments.
Ability ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner

Standard skills

Athletics STR+DEX+4d10 Brawn STR+SIZ Endurance CON+CON+4d10+50
Evade DEX+DEX+2d10+20 Perception INT+POW Stealth DEX+INT+79
Willpower POW+POW+2d10+40

Combat styles

Final CrushSTR+DEX+50

Weapon options

1-handed weapons

Amount: 1
Pseudopod (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
Pseudopod 1h-melee 1d4 M L - Engulf Y Y 0 0 Body