Alignment: Neutral
Movement: 30' Flying: 60'
Armor Class: 6
Hit Dice: 4
Attacks: 1
Damage: 1d6 + Special
Save: F2
Morale: 12
Hoard Class: None
Floating Ooze is a dungeon-dwelling slime encountered deep underground where no natural light is found. The slimy organism is pale white and about 8 to 12 inches across. The Floating Ooze also emits a foul odor that fills any area it resides in. Although repellent, the scent is not dangerous.
When first encountered, the Ooze lays motionless, appearing from a distance to be a small colony of underdeveloped Ochre Jellies (LL rulebook, page 88). However, when it senses movement in the area, Floating Oozes will inflate an internal gas-bag and launch themselves into the air. They are able to guide themselves toward the intruder accurately and, when above a victim, they will suddenly deflate and drop onto their prey.
A Floating Ooze is coated with a paralyzing secretion. If it successfully falls on a victim (treat as an attack), the victim should make a saving throw versus paralyze, or become paralyzed for 2d8 rounds. The Floating Ooze will also begin dripping a dissolving enzyme that will begin dissolving its prey's flesh for 1d6 hit points of damage each round.
Floating Oozes take normal damage from fire and lightning attacks and double-damage from cold-based attacks.
NOTE: Today's monster was created using straight rolls on The Random Esoteric Creature Generator.
Early Modern Magic
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I read some interesting stuff this week on magical belief in the early
modern era. Specifically, magic used for protection from weapons, surely a
common...
Awesome stuff!
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