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IX Mythos Bestiary


Slime Mold

CR 10

XP 9,600
N Large ooze
Init +8; Senses tremorsense 120 ft.; Perception +4

What You See

DEFENSE

AC 24, touch 17, flat-footed 16 (+8 Dex, +7 natural, –1 size)
hp 126 (11d8+77)
Fort +10, Ref +11, Will +7
Defensive Abilities immune to slashing and piercing
damage; DR 10/—; Immune acid, cold, death effects,
mind-affecting effects, poison, ooze traits; Resist
electricity 10, fire 10

This brightly-colored amoeba with
pulsing veins and throbbing bladders
is as big as a horse.

OFFENSE

Speed 30 ft., climb 30 ft.
Melee 2 slams +18 (3d6+11 plus toxin)


Space 10 ft.; Reach 10 ft.
Special Attacks combat mitosis, produce toxin
S TAT I S T I C S

Str 32, Dex 27, Con 24, Int —, Wis 18, Cha 1
Base Atk +8; CMB +20; CMD 38 (can’t be tripped)
Skills Climb +19
SQ no breath

4

Creature struck is lethally poisoned:
save Fort DC 22; frequency 1/round
for 6 rounds; effect 1d4 Constitution;
cure 2 consecutive saves.

5

Creature struck becomes wracked with
crippling pain and becomes staggered for
1d6 rounds on a failed DC 22 Fortitude save.

6

Creature struck suffers hallucinations
and becomes confused for 1d4
rounds on a failed DC 22 Will save.

ECO LO GY


Environment any
Organization solitary, pair, or swarm (3–6)
Treasure incidental
SPECIAL ABILITIES

Combat Mitosis (Ex) When a slime mold hits a creature
and inflicts damage, it splits into two identical slime
molds, each with half of the original creature’s current
hit point total, rounded down. A slime mold with 10 hit
points or less that splits dies instead.
Produce Toxin (Ex) A slime mold produces a wide array
of dangerous chemicals when it attacks, but the nature
of these toxic chemicals varies each time it strikes a foe.
When a character takes damage from a slime mold’s slam
attack, roll on the following table to determine what
additional effect that particular blow’s toxic chemical
has upon the target. The saving throw DCs, if any, are
Constitution-based.
d6 roll

Slime molds are naturally occurring organisms rarely
larger than a few dozen centimeters in size. However,
a few touched by cosmic energy become far larger
creatures that spread slowly between star systems via
spores that travel through space. They are sometimes
brought to other worlds by the mi-go or other starfaring
entities.
Slime molds can be controlled via bio-mechanical
devices or druidic rituals, which make them potentially
useful. Their preferred habitat is oxygen-free frozen

worlds, but the adaptable creatures can survive for

Result

prolonged periods elsewhere. Since other environments

1

Creature struck takes 2d6
points of acid damage.

are unhealthy for slime molds, they are under constant

2

Creature struck is paralyzed for 1d4
rounds if it fails a DC 22 Fortitude save.

with heightened metabolism and determined attempts

3

Creature struck is weakened by
poison: save Fort DC 22; frequency
1/round for 6 rounds; effect 1d4
Strength; cure 2 consecutive saves.

stress when forced to inhabit such locales. They respond
to reproduce. As a result, instead of storing energy,
as soon as a slime mold absorbs food in a terrestrial

setting, it begins repeatedly undergoing mitosis. This
is a losing battle, and eventually the slime mold dies,
having exhausted its reserves.

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