Archive for Slime

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

D&D 4e Essentials Hexblade: Other Pacts

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , on April 5, 2011 by Kullervo

The D&D Essentials player’s guide Heroes of the Forgotten Kingdoms gave us the Hexblade, a Warlock variant that draws on otherworldly power through pacts with powerful extraplanar beings and channels this power into a sorcerous weapon. This is, of course, insanely awesome.

In HoFK we get the Infernal Pact and the Fey Pact versions, and DDI gave us a Star Pact hexblade. The Fey Pact’s power comes from deals made with powerful archfey, the Infernal Pact’s power comes from deals made with archdevils (well, as per HoFK it draws on loopholes in ancient pacts that Bael Turath made with archdevils; I think this is a sissy move, but I will post more about that another time), and the Star Pact, assuming it is the same as the regular Star Pact Warlock in the 4e Player’s Handbook, has pacts made with the alien stars of the Far Realm.

All of this is great, and I lvoe this class and the ideas in it, but it leaves me wanting more. If this kind of power is available through deals with three different kinds of powerful extraplanar archbeings, why not all the other kinds of powerful extraplanar archbeings? Dark Sun has already given us a Sorcerer King pact Warlock. What else could we have?

Here are my ideas:

Grave Pact: Power from deals made with dead/undead ancestors or other powerful ghosts in the Shadowlands. Essentially the same as the Abyssal Exalted. Consequently, this is the idea I like best.

Demon Pact: If it’s okay to deal with the Far Realm, it’s okay to deal with the Abyss. At first glance, a Demon Pact might sound like it would be effectively identical to the Infernal PAct, and while that’s one way to take it, I think there are some interesting and diverse options. What would a warlock be like whose pact was made with Juiblex?

Titan Pact: Why not some kind of elemental pact, made with the titans of the Elemental Chaos? Or maybe zero in on just one interesting kind, like a Frost Titan pact or even an Eldritch Titan pact? What would that look like? It would be tempting to just come up with some generic “elemental pacts,” but I feel like the 4e cosmology offers more interesting options.

Void Pact: A pact made with a terrible slaad lord like Ygorl?

Primal Pact: What about pacts made with the powerful essence of the material plane? Instead of tapping that power in the usual way, what if you could bind it with eldritch rituals? Some kind of Druid/Warlock hybrid, perhaps?

Dragon Pact: Dragons so powerful and ancient that they spend almost all their time dormant, but are immense wellsprings of arcane power. Possibly based on lore passed down from the ancient empire of the Dragonborn?

Angel Pact? What other possibilities are out there? It seems like there’s a ton of untapped potential. I think most of it could be accomplished by cosmetic re-skinning of existing Warlock/Hexblade options, requiring minimal actual rules-tinkering, but maybe I am underestimating it.