Oozes

Gelatinous Cube
Jelly Mustard
Jelly Ochre
Jelly Stun
Ooze Crystal
Ooze Grey
Pudding Black
Pudding Brown
Pudding Dense
Pudding Dun
Pudding Grey
Pudding Stone
Pudding White
Slime Green
Slime Olive

 

Gelatinous Cube

Possessing no intelligence, gelatinous cubes live only for eating. They prefer well-travelled dungeons where there is always food to scavenge. These creatures reproduce by budding, leaving clear, rubbery cubes in dark corners or on heaps of trash. Young are not protected and are sometimes reabsorbed by the parent. Treasure is sometimes swept up by a gelatinous cube as the creature travels along a cavern floor; any metals, gems, or jewelry are carried in the monster’s body until they can be ejected as indigestible. The gelatinous cube is sometimes encouraged to stay in a certain area for its scavenging abilities, and is preferred over other jellies and oozes since its square shape does not allow it to slither under doors and into areas in which it is not desired.

Type: Ooze jelly

Setting: Underground

Era: Any

Physical Traits: So nearly transparent that they are difficult to see, these cubes travel down dungeon corridors, absorbing carrion and trash along the way. Their sides glisten, tending to leave a slimy trail, but gelatinous cubes cannot climb walls or cling to ceilings. Very large cubes grow tall to garner mosses and the like from ceilings.

Height: 2 metres

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: 1, HPs: 4D8, AC: 8, Thac0: 17

Abilities
A gelatinous cube attacks by touching its victim with its anesthetizing slime. A victim who fails to save vs. paralyzation is paralyzed (anesthetized) for 5-20 (5D4) rounds. The cube then surrounds its prey and secretes digestive fluids to absorb the food. All damage is caused by these digestive acids. Because gelatinous cubes are difficult to see, others are -3 on their surprise roll. Electricity, fear, holds, paralyzation, polymorph, and sleep-based attacks have no effect on this monster, but fire and blows from weapons have normal effects. If a cube fails its saving throw against a cold-based attack, the cube will be slowed 50% and inflicts only 1-4 points of damage.

Feeding Habits: Omnivore

Lifespan: 80 years

 

Jelly Mustard

Mustard jelly originated when a young wizard attempted to polymorph herself into an ochre jelly. Her spell failed, and she became a mustard jelly. The stuff has multiplied rapidly in the years since her accident, and it is now a serious threat in many areas.

Type: Ooze jelly

Setting: Underground

Era: Any

Physical Traits: The monstrous amoeboid mustard jelly is far more dangerous than the ochre jelly. Mustard jelly is translucent, and very hard to see until it attacks. The only clue to its presence is a faint odour, similar to blooming mustard plants. Once it does attack, it may be seen as yellowish brown in colour.

Height: 2 metres

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Unknown

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: D6, HPs: 7D8, AC: 4, Thac0: 13

Abilities
Normally, mustard jelly attacks by forming an acidic pseudopod of its own substance and thrusting. The jelly monster secretes a vapour over a 10-foot radius. Those near the jelly must roll a saving throw vs. poison each round. Those who fail the saving throw become lethargic and move at half-normal speed, due to the effects of the vapour. The toxic effects last for two rounds and they are cumulative.

This large creature can divide itself at will into two smaller, faster halves (movement rate 18). Each is capable of attacking, but has only half the hit points the creature had before dividing. A mustard jelly can, for example, flow into a room, divide itself into independent halves to attack, and then reform into a torus in order to surround a pillar its prey has climbed. Unlike the ochre jelly, mustard jelly cannot move through tiny spaces, nor can it move along ceilings, although it will eat through wooden doors. It cannot climb walls either, and so most of its bulk must remain on the floor, stretching up only 4 or 5 feet.

Although intelligent, mustard jelly is not known to value treasure of any sort, except as a lure for greedy adventurers. Of course, it is possible that some treasure might remain after a victim has been devoured.

Mustard jelly is impervious to normal weapons (and can eat wooden ones) and electrical attacks. A magic missile spell will only cause it to grow; mustard jelly gains hit points equal in number to the damage rolled. Cold causes only half damage, and other attacks have normal effects.

Feeding Habits: Omnivore

Lifespan: 80 years

 

Jelly Ochre

Voraciously dissolving all types of carrion and trash, this monster is sometimes tolerated in inhabited subterranean areas for its janitorial services, but this activity is difficult to organize and is usually not appreciated by the inhabitants because of its danger.

Type: Ooze jelly

Setting: Underground

Era: Any

Physical Traits: This monster resembles a giant amoeba, seeping through darkened corridors, through cracks and under doors, searching for flesh or cellulose to devour. Their form allows them to travel on walls and ceilings and drop on unsuspecting prey.

Height: 2 metres

Weight: 8 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: An asexual creature, the ochre jelly is a solitary beast that is occasionally found with its own divided offspring. It lives only to eat and reproduce.

INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: D6, HPs: 6D8, AC: 8, Thac0: 15

Abilities
The ochre jelly attacks by attempting to envelop its prey. Its secretions dissolve flesh, inflicting 3-12 (d10+2) points of damage per round of exposure. While a lightning bolt will divide the creature into one or more smaller jellies, each doing one-half normal damage, fire- and cold-based attacks have normal effects.
 

Feeding Habits: Omnivore

Lifespan: 80 years

 

Jelly Stun

This relative of the gelatinous cube was designed by some forgotten mage to resemble a section of ordinary stone wall.

Type: Ooze jelly

Setting: Underground

Era: Any

Physical Traits: They are usually about 10 feet square by 2˝ to 5 feet thick, and somewhat translucent. If a bright light is shone on one side of the stunjelly, it will be seen on the other. Illumination equal to a continuous light spell will reveal whatever treasure a stunjelly might be carrying. Stunjellies make no noise when they move, but they do produce a faint odour of vinegar.

Height: 3 metres

Weight: 8 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Unknown

INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: D6, HPs: 7D8, AC: 8, Thac0: 17

Abilities
The stunjelly has many features in common with the gelatinous cube. Like the cube, the stunjelly paralyzes creatures who venture too close! Adventurers walking near a stunjelly may be attacked by an anaesthetic pseudopod; those struck must roll a saving throw vs. paralyzation. Those who succeed suffer no ill effects. Those who fail are paralyzed for 5d4 rounds, during which time the stunjelly tries to surround the victim and digest him. Like the gelatinous cube, it is immune to electrical attacks, mind-influencing spells, paralyzation, and polymorph spells. Unlike the gelatinous cube, stunjelly is affected normally by cold attacks.

Stunjellies reproduce by fission, as one extremely thick jelly splits into two smaller ones. This process is accompanied by a horrible, rending sound, audible throughout the vicinity. A stunjelly might mindlessly carry undigested metals around with it for days.
Stunjellies are tolerated in many dungeons as traps for unwary intruders, or as janitorial monsters sweeping the passages of digestible litter. For this duty, they are preferred over other breeds of slime and ooze, since they cannot slither through doors into areas where they would be unwelcome.

Feeding Habits: Omnivore

Lifespan: 80 years

 

Ooze Crystal

Crystal oozes are scavengers that leave metal and stone objects in their wake, so incidental treasure can often be found around and in their lairs.

Type: Ooze

Setting: Underground

Era: Any

Physical Traits: This creature is a variety of grey ooze which has adapted to living in water. It is 75% invisible when immersed in its natural element. It is translucent, mostly glassy clear, with an occasional milky white swirl in its substance.

Height: 2 metres

Weight: 12 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Crystal oozes live in any dim or dark body of water, though they can exist out of water for several hours. They reproduce by budding, like the grey ooze, but the crystal pods usually take seven to 10 days to hatch. Crystal oozes will eat their offspring, but occasionally, if the body of water is large enough and food is not scarce, a few of them might be found living in the same water.

INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: 1, HPs: 4D8, AC: 8, Thac0: 17

Abilities
Crystal ooze strikes like a snake, then attempts to flow over a victim and exude its paralyzing poison. Unlike its cousin, the grey ooze, this creature does not corrode metal, but its poisons attack wood, cloth, and flesh. Unless a victim successfully saves vs. poison, he becomes paralyzed and will be consumed by the crystal ooze in a short time. When prey is reduced to -20 hit points, it is totally consumed. Crystal ooze cannot be harmed by acid, cold, heat, or fire attacks, but electricity and magic missiles inflict full damage. Blows from weapons inflict only 1 point of damage per hit. A wooden weapon must save vs. acid or it will dissolve and break.

Feeding Habits: Omnivore

Lifespan: 100 years

 

Ooze Grey

A slimy horror that looks like wet stone or a sedimentary rock formation, the gray ooze is rarely thicker than six or eight inches, but sometimes grows to a length of 12 feet. It cannot climb walls or ceilings, so it slides, drips, and oozes along cavern floors.

Type: Ooze

Setting: Underground

Era: Any

Physical Traits: The grey ooze is a dungeon scavenger. It is rumoured that metalworkers of extraordinary skill keep very small oozes in stone jars to etch and score their metal work, but this is a delicate and dangerous practice.

Height: 3 metres

Weight: 12 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: After a large meal, a gray ooze reproduces by “budding”: growing a small pod that is left behind in a corridor or cavern. This pod takes two to three days to mature and then the little grey ooze absorbs its leathery shell and begins slithering about, searching for a meal. Sometimes more than one of these monsters are found together, but this is just a random event because they are not intelligent.

INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: 1, HPs: 4D8, AC: 8, Thac0: 17

Abilities
The grey ooze strikes like a snake, and can corrode metal at an alarming rate (chain mail in one round, plate mail in two, and magical armour in one round per each plus to Armour Class). Spells have no effect on this monster, nor do fire- or cold-based attacks. Lightning and blows from weapons cause full damage. Note that weapons striking a grey ooze may corrode and break.

Feeding Habits: Omnivore

Lifespan: 100 years

 

Pudding Black

Puddings are voracious, puddinglike monsters composed of groups of cell colonies that scavenge and hunt for food. They typically inhabit ruins and dungeons. They have the ability to sense heat and analyze material structure from a distance of up to 90 feet to determine if something is edible. Deadly puddings attack any animals (including humans) or vegetable matter on sight.

Type: Ooze pudding

Setting: Underground

Era: Any

Physical Traits: All deadly puddings are immune to acid, cold, and poison. Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 10D8, AC: 6, Thac0: 11

Abilities
Black pudding acid is highly corrosive, inflicting 3D8 points of damage per round to organic matter and dissolving a 2-inch thickness of wood equal to its diameter in one round. Black puddings also dissolve metal. Chain mail dissolves in one round, plate mail in two; each magical “plus” increases the time it takes to dissolve the metal by one round (thus plate mail +3 takes two rounds to dissolve for being plate mail, plus three rounds for having a +3 magical bonus, for a total of five rounds).

Feeding Habits: Omnivore

Lifespan: 80 years

 

Pudding Brown

Puddings are voracious, puddinglike monsters composed of groups of cell colonies that scavenge and hunt for food. They typically inhabit ruins and dungeons. They have the ability to sense heat and analyze material structure from a distance of up to 90 feet to determine if something is edible. Deadly puddings attack any animals (including humans) or vegetable matter on sight.

Type: Ooze pudding

Setting: Marsh

Era: Any

Physical Traits: All deadly puddings are immune to acid, cold, and poison. Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 11D8, AC: 5, Thac0: 9

Abilities
This type dwells principally in marsh areas. It has a tough skin but its attack is less dangerous than other types of puddings. Brown puddings cannot affect metals but dissolve leather and wood in a single round, regardless of magical pluses.

Feeding Habits: Omnivore

Lifespan: 80 years

 

Pudding Dense

Puddings are voracious, puddinglike monsters composed of groups of cell colonies that scavenge and hunt for food. They typically inhabit ruins and dungeons. They have the ability to sense heat and analyze material structure from a distance of up to 90 feet to determine if something is edible. Deadly puddings attack any animals (including humans) or vegetable matter on sight.

Type: Ooze pudding

Setting: Underground

Era: Any

Physical Traits: All deadly puddings are immune to acid, cold, and poison. Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: 2D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 10D8, AC: 6, Thac0: 11

Abilities
Slower than grey pudding, the dense variety has learned from its “relatives” to cling to the shadows and use surprise to its advantage by dropping on potential meals. Targets suffer a -2 to their surprise rolls. Dense pudding is easy to spot in the open because of its dark blue coloration and large size. The secretions of a dense pudding are corrosive only to living flesh and cause 2D10 hit points of damage. In addition, the secretions are tainted. All those who are damaged by a dense pudding must make a successful saving throw vs. poison or succumb to a debilitating disease. Cure disease will negate these effects if cast within 48 hours of the infection.

Feeding Habits: Omnivore

Lifespan: 80 years

 

Pudding Dun

Puddings are voracious, puddinglike monsters composed of groups of cell colonies that scavenge and hunt for food. They typically inhabit ruins and dungeons. They have the ability to sense heat and analyze material structure from a distance of up to 90 feet to determine if something is edible. Deadly puddings attack any animals (including humans) or vegetable matter on sight.

Type: Ooze pudding

Setting: Arid Desert

Era: Any

Physical Traits: All deadly puddings are immune to acid, cold, and poison. Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 8D8, AC: 7, Thac0: 13

Abilities
Adapted to dwell in arid regions, these monsters scavenge barrens and deserts and feed on silicates (sand) if animal and vegetable matter is unavailable. They dissolve leather in a single round, regardless of magical pluses. Metals are eaten at a rate half that of black puddings; chain takes two rounds to dissolve, plate four rounds, with an additional two rounds per magical plus.

Feeding Habits: Omnivore

Lifespan: 80 years

 

Pudding Grey

Puddings are voracious, puddinglike monsters composed of groups of cell colonies that scavenge and hunt for food. They typically inhabit ruins and dungeons. They have the ability to sense heat and analyze material structure from a distance of up to 90 feet to determine if something is edible. Deadly puddings attack any animals (including humans) or vegetable matter on sight.

Type: Ooze pudding

Setting: Underground

Era: Any

Physical Traits: All deadly puddings are immune to acid, cold, and poison. Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 10D8, AC: 9, Thac0: 11

Abilities
Often mistaken for a stone pudding at a distance, this is perhaps the deadliest of the subterranean puddings. Gray pudding uses its deep grey coloration to blend in with shadows and the natural grey hue of stone. This gives its opponents a -4 surprise roll penalty. More corrosive than black pudding, the grey variety emits a powerful acid, delivering 4D8 points of damage. This acid eats through wood, leather, and chain mail in 1 round, and plate mail in 2. Each magical plus of an enchanted item adds 1 round to its survival time. In addition, the creature automatically delivers 4D8 points of damage each round it is encasing a victim. A creature reaching -10 hit points is dissolved, with not even a scrap of bone left behind. Grey puddings are unusually susceptible to certain spells, provided those enchantments get past its magic resistance. These spells include flesh to stone, which acts as a slow spell on the pudding, and airy water, which alters the pudding’s form enough to drown it in its own fluid mass in 2D4 rounds.

Feeding Habits: Omnivore

Lifespan: 80 years

 

Pudding Stone

Puddings are voracious, puddinglike monsters composed of groups of cell colonies that scavenge and hunt for food. They typically inhabit ruins and dungeons. They have the ability to sense heat and analyze material structure from a distance of up to 90 feet to determine if something is edible. Deadly puddings attack any animals (including humans) or vegetable matter on sight.

Type: Ooze pudding

Setting: Underground

Era: Any

Physical Traits: All deadly puddings are immune to acid, cold, and poison. Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 5D8, AC: 4, Thac0: 15

Abilities
Though malleable, this pudding appears rather solid and very sluggish. It is a thick lump that oozes slowly along any surface, preferring to hide on ceilings (from whence it can drop onto its food). It ranges in colour from light grey to dark grey – the darker the colour, the more recently it has fed. A stone pudding’s secretions are poisonous, and each attack causes 3D6 points of damage. When a pudding kills a victim, it rests upon the dead creature until its body absorbs the flesh. This takes 1-10 rounds. Stone puddings cannot eat metal, wood, leather, and other such objects, which are left behind after they consume their victims. These puddings, their remains, and their surface secretions can be prepared as poisons and used as ingredients in oil of acid resistance.

Feeding Habits: Omnivore

Lifespan: 80 years

 

Pudding White

Puddings are voracious, puddinglike monsters composed of groups of cell colonies that scavenge and hunt for food. They typically inhabit ruins and dungeons. They have the ability to sense heat and analyze material structure from a distance of up to 90 feet to determine if something is edible. Deadly puddings attack any animals (including humans) or vegetable matter on sight.

Type: Ooze pudding

Setting: Arctic Plain

Era: Any

Physical Traits: All deadly puddings are immune to acid, cold, and poison. Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 9D8, AC: 8, Thac0: 11

Abilities
These cold-loving creatures are 50% likely to be mistaken for ice and snow (guaranteeing surprise) even under the best of conditions. White puddings haunt polar regions or icy places in order to find prey, although they can live by devouring any animal or vegetable matter; even ice provides them with enough nutrition to exist. White puddings cannot affect metals but dissolve animal and vegetable materials in a single round, inflicting damage to flesh at an astonishing rate.

Feeding Habits: Omnivore

Lifespan: 80 years

 

Slime Green

A hideous growth, green slime is bright green, sticky, and wet. It grows in dark subterranean places on walls, ceilings and floors.

Type: Ooze slime

Setting: Underground

Era: Any

Physical Traits: Green slime hates light and feeds on animal, vegetable, and metallic substances in dark caverns. Since it cannot move, this slime grows only when food comes to it. Sunlight dries it out and eventually kills it. Occasional huge slimes or colonies of dozens have been reported. Green slime is an infestation that all creatures avoid; it is burned out of caverns or mines if found. Once it has infected an area, it has a tendency to grow back, even after being frozen or burned away, because dormant spores can germinate years later.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Unknown

INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: 1, HPs: 2D8, AC: 9, Thac0: 15

Abilities
This slime cannot attack but is sensitive to vibrations and often drops from the ceiling onto a passing victim. Green slime attaches itself to living flesh and in 1-4 melee rounds turns the creature into green slime (no resurrection possible). Green slime eats through one inch of wood in an hour, but can dissolve metal quickly, going through plate armor in three melee rounds. The horrid growth can be scraped off quickly, cut away, frozen, or burned. A cure disease spell kills green slime, but other attacks, including weapons and spells, have no effect.

Feeding Habits: Omnivore

Lifespan: Unmeasured

 

Slime Olive

Olive slime is a strain of monstrous plant life, closely related to green slime, that grows while clinging to ceilings. More dangerous than green slime, olive slime favors moist, subterranean regions.

Type: Ooze slime

Setting: Underground

Era: Any

Physical Traits: It feeds on whatever animal, vegetable, or metallic substances happen to cross its path. The vibrations of a creature beneath it are sufficient to cause it to release its tendrils and drop. Olive slime ignores armor for purposes of determining hit probability. It also negates Dexterity bonuses unless its target is aware of the presence of the slime and takes steps to avoid the stuff. Contact with olive slime causes a numbing poison to ooze from the creature. The slime then spreads itself over the body of its victim, sending out parasitic tendrils to feed upon the body fluids of the host. For humans and demihumans, the point of attachment is usually along the spinal area. The feeding process soon begins to affect the brain of the host as it changes the host’s body. An unobservant victim must roll a saving throw vs. poison, failure indicating that the victim has not noticed that the olive slime has dropped upon him. Any group of characters in the vicinity will have a 50% chance of noticing the slime’s attachment with a casual glance. This percentage may be adjusted only by magical items. A thorough search by wary individuals reveals the olive slime without difficulty.

Within 2d4 hours, the host’s main concern becomes how to feed, protect, and sustain the growth of the olive slime. Naturally, this includes keeping the slime’s presence a secret from any companions. If an affected character’s companions become suspicious, or if they demonstrate any desire to destroy olive slime, the affected character will escape at the first opportunity. The host’s food intake must double or the character wastes away (10% of the character’s hit points per day, rounding up, and no natural healing can take place while a character is wasting away. After 1d6+6 days, the host suddenly and painfully metamorphoses into a vegetable creature. The olive slime gradually replaces skin and muscle tissue, and it forms a symbiotic brain link. The new creature has no interest in its former form or fellows. It exists as a new species more akin to plants than any other life form. Feeding then becomes photosynthetic, paralytic, or, most likely, both. When slain, an olive slime creature dissolves into a new patch of olive slime.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Unknown

INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: 1, HPs: 2D8, AC: 9, Thac0: 19

Abilities
Olive slime is harmed only by acid, freezing cold, fire, or by a cure disease spell. Spells that affect plants will work on olive slime, although entangle will have no practical effect. Green slime and olive slime are complete opposites – when they encounter each other, the attack of one neutralizes the other.

If an affected character has been transformed into an olive slime creature, there is very little short of a limited wish that can return him to normal.

Feeding Habits: Omnivore

Lifespan: Unmeasured

 

 

Bestiary