No. Enc.: 1 (1)
Alignment: Neutral
Movement: 45’ (15')
Armor Class: 6
Hit Dice: from 4 to 7 depending on size
Attacks: 1
Damage: see below
Save: L3
Morale: 11
Hoard Class: None
As dangerous as it is unusual, the glass plasm is a crystal-clear protoplasmic blob. A glass plasm moves and attacks much like a grey ooze (MF Rulebook, pg. 74), lashing out like a snake with a long tendril. If a successful hit is made, the glass plasm will ensnare its victim, attempting to drag him into its mass by sending out another 1-2 more tendrils for this purpose.
If a victim is dragged into a glass plasm and engulfed, it will begin feeding much like a green slime (MF rulebook, pg. 74), doing 1d4 points of damage for 8 rounds. If the victim is not freed by then, they should be considered lost and unrecoverable. The glass plasm digests all organic tissue and adds it to its mass within 1d10 rounds of the victim's death. Since a glass plasm cannot digest metal or stone, it expels any indigestible materials rather than letting it “float” within.
Smaller glass plasms are around 4 to 5 feet across and about 6 inches deep. Larger glass plasms can be up to 15 feet across and several feet deep. All glass plasms are especially vulnerable to fire and electrical attacks and take half damage from edged weapons.
Because a glass plasm is virtually clear and colorless, it appears as ordinary water when it remains motionless. One tactic a glass plasm will use is to flow into a small depression or culvert, appearing at first glance to be nothing more than a small puddle or pond. If an animal passes nearby (or attempts to wade through it or take a drink), the glass plasm will attack.
A wise adventurer should be wary of any water source that appears oddly clear throughout, since there will not be any sediment floating within as well as no surface debris floating on top. It will also be devoid of fish, frogs, or nearby wildlife. Rather than a refreshing drink, death lies under the surface.
Mutations: chameleon epidermis (special), toxic weapon
Shield Maidens of Sea Rune (1981)
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From the front cover:
"Twenty-two wilderness hexes of Campaign Map One are detailed in these
eighty pages along with description and maps of the major po...
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