Archive for Slime Eel

New D&D Monster: Giant Mutant Slime Eel

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , , , , on June 24, 2011 by Kullervo

Giant Mutant Slime Eel

No. Enc.: 1
Alignment: Chaotic
Movement (Swim:) 120’ (40’)
Armor Class: 4
Hit Dice: 6+1
Attacks: 2 (bite, acid slime)
Damage: 2d8/2d6
Save: F4
Morale: 8
Hoard Class: VII
XP: 680

When exposed to vile magic for a long period of time, a single Slime Eel may begin to devour its own kind, grow to an enormous size and even develop an evil cunning intelligence. Such Mutant Slime Eels can grow up to 20’ in length and 5’ in diameter, their rasplike mouths grow razor-sharp, flexible chitinous plates develop in segments along their bodies, and their feeding feelers grow longer and gain prehensile dexterity. Only their simple, primitive eye and their sickly pinkish color remain the same.

An active Mutant Slime Eel generates slime that fills the water for 10’ except that the mutant slime eel’s slime is fully acidic, doing 1d6 damage per round to every creature exposed to the slime. The Mutant Slime Eel’s slime also erodes weapons and armor: each turn roll 1d6 for every non-magical weapon or piece of armor exposed to the slime. On a roll of 1, the item is dissolved.

A Mutant Slime Eel can spit its slime as a missile weapon (40’ range), doing 2d6 damage and potentially dissolving weapons and armor as above.

Illustration by David Deitrick

New D&D Monster: Slime Eel

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , on June 23, 2011 by Kullervo


Slime Eel

No. Enc.: 1d3 (1d6)
Alignment: Neutral
Movement (Swim): 120’ (40’)
Armor Class: 8
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d6
Save: F1
Morale: 7
Hoard Class: None
XP: 38

Slime eels are disgusting aquatic creatures, 8’ in length and lacking bones or a separate jaw. Their heads are merely a blunt end to their fat, pinkish, wormlike bodies with a single primitive eye and a disc-shaped rasping mouth surrounded by blubbery feelers. Their boneless bodies can squeeze through surprisingly tight spaces.

Sluggish except when feeding, slime eels burrow into the mud and rocks of subterranean river bottoms when no prey is available and go into torpor for months until they sense suitable food, at which time they can quickly enter a feeding frenzy. Adventurers caught in a mass of feeding slime eels run the risk of being knocked prone (roll 1d6 each round; characters are knocked prone on a roll of 1).

When active, a slime eel exudes a slick, viscous ooze that clouds the water within 10’ of the slime eel, imposing a -2 to-hit penalty against any attacker who relies on sight to hit. The slime also works as an anticoagulant; consequently, any wound inflicted by a slime eel will continue to do 1 point of damage every round that the wounded creature remains in the slime. Canny adventurers may try to coat their weapons with a defeated slime eel’s slime. Slime harvested from a dead slime eel retains its potency for up to an hour; each dose of the slime is good for one use when applied to a weapon and will cause a wound inflicted by that weapon to bleed for an extra point of damage on the next round. 1d3 doses may be harvested from each defeated eel.

Illustration by David Deitrick