View Full Version : Putrescent [PEACH]

2009-12-15, 07:46 PM
On a whim, I decided to whip this up. Tell me what you think!


You smell the sickening stench before you see its source, which appears to be nothing more than a revolting mass of putrid liquefied flesh.

Then it moves.

Size/Type: Huge Ooze
Hit Dice: 10d10+60 (115 hp)
Initiative: -5
Speed: 20 feet
Armor Class: 3, touch 3, flat-footed 8 (-2 size, -5 dex)
Base Attack/Grapple: +7/+18
Attack: Slam +8 (2d6+3 + 1d4 con)
Full Attack: Slam +8 (2d6+3 + 1d4 con)
Space/Reach: 15 ft./10 ft.
Special Attacks: Putrescent touch, Engulf
Special Qualities: Blindsight 60 ft., skeletal control, amorphous, split, stench, ooze traits
Saves: Fort +9, Ref -2, Will +6
Abilities: Str 17, Dex 1, Con 22, Int —, Wis 16, Cha 1
Skills: Climb +11
Feats: none
Environment: Underground
Organization: solitary with 4-16 skeletons
Challenge Rating: 11?
Treasure: None, though the skeletons will be wearing their prior possessions
Alignment: Always Neutral Evil
Advancement: 11–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment: —

A putrescent attacks by lashing out with pseudopods or engulfing its opponents. Though it is mindless, it possesses a natural predatory cunning that enables it to use its abilities to their fullest.

A Putrescent of any size can flow through any opening larger than half an inch.

Slashing and piercing weapons deal no damage to a Putrescent. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A Putrescent with 10 hit points or less cannot be further split and dies if reduced to 0 hit points. The skeletons it controls are randomly given to one or the other.

Putrescent touch(Ex)
A creature hit by a Putrescent's attack takes 1d4 con damage, and must make a fort save vs dc 21 using their new con score or contract Putrification.

Skeletal control(Su)
When a Putrescent occupies the same space as a corpse(including the corpse of a creature it just killed by engulfing), the corpse's flesh sloughs off and merges with the Putrescent, healing 3d8 hit points. The creature's skeleton then rises as a Skeleton under the Putrescent's control. Out to a distance of one mile, the putrescent can control these skeletons as if they were its own body, and can sense using the skeletons' eyes and ears(it uses the skeleton's senses, not its own, for this purpose.) If the Putrescent is slain, these skeletons are released from its control. When the skeletons slay something, they bring its corpse back to the controlling Putrescent.

Any creature within 30 feet of the Putrescent must make a fort save vs dc 21 or be sickened for 1d6 minutes.

As a standard action, a Putrescent can move into other creatures' spaces during its move. The other creatures are entitled to a DC 21 reflex save to jump out of the way, a successful save leaves them adjacent to the Putrescent. Each round, including the round it is engulfed, creatures automatically take 1d4 con damage and must save against Putrescence. Creatures engulfed by the Putrescent are considered grappled.

A Putrescent has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Save dcs are constitution-based

1d6 con, 1 day incubation, fort dc 21
This man's arm has become a sickening display of green and black flesh which stinks of decay.

When a creature is infected with Putrification, they are considered sickened, and all creatures that can smell within 30 feet must make a fort save vs dc 21 or become sickened for 1d6 minutes.

When a creature dies from putrification, their flesh sloughs off and becomes a new Putrescent. Their skeleton rises as a Skeleton under the new Putrescent's control.

Two consecutive successful saves cures the disease.

Ooze traits:
An ooze is an amorphous or mutable creature, usually mindless.
An ooze possesses the following traits (unless otherwise noted in a creature’s entry).

* Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
* Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
* Not subject to critical hits or flanking.
* Proficient with its natural weapons only.
* Proficient with no armor.
* Oozes eat and breathe, but do not sleep.

2009-12-27, 07:41 AM
Interesting. I don't understand how they can control a skeleton if they are mindless. Also skeletons don't have eyes and ears so you may want to rethink some of that ability. A mile out is pretty far especially for an ooze. You may want to rethink how far that control would extend.


2009-12-27, 09:11 AM
Ants are mindless, and the Queen controls the Soldiers and Workers with pherimones... and I think MM II has an ooze that controls undead... could be wrong about that second one though.

2010-01-02, 08:37 AM
In D&D terms, all the other ants would be mindless, but the queen would have an Int of 1. Vermin are just silly to stat out that way. Furthermore, an army of ants never includes the queen because she is immobile.

In this case, the Ooze has a Wisdom of 16, so I suppose you could make the claim that it uses its Wisdom score rather than its Intelligence score to control the skeletons.


2010-01-02, 08:40 AM
I think "natural instinct" is sufficient explanation as to how and why it can control the skeletons it naturally animates.

2010-01-02, 10:13 AM
It's just kinda hard to sell "natural instinct" on undead creatures and oozes.


2010-01-02, 02:09 PM
A queen ant doesn't control anything. Her pheromones regulate mood and brood, naught else. Workers are responsible for all of the pheromones that involve actually doing anything (digging, hunting, nursing larvae).

Likewise, an ooze could probably get away with reflexively ordering any skeleton it creates to 'retrieve corpses'. No intelligence or even instinct necessary, just a reflex.

2010-01-02, 09:59 PM
Yet the ooze "controls" the skeletons while being mindless. Having mindless oozes control skeletons is a nifty idea, but there should be game mechanics to support it. How many skeletons can an ooze control? As many as it's Wisdom modifier is one way to determine this.