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Temotei
2011-03-14, 01:14 AM
Mindlurker Slime
Medium Ooze
Hit Dice 4d10+34 (56 hp)
Speed 15 ft. (3 squares)
Initiative: -4
Armor Class 6 (-4 Dex), touch 6, flat-footed 6
Base Attack/Grapple +3/+8
Attack Slam +4 melee (1d6+1)
Full-Attack Slam +4 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Ancient vision, steal memory
Special Qualities Blindsight 60 ft., ball shape, memory-made, not just a memory, ooze traits, shadow meld
Saves Fort +8, Ref -3, Will -4
Abilities Str 12, Dex 2, Con 23, Int 10, Wis 1, Cha 1
Skills Concentration +17, Move Silently +14
Feats Improved GrappleB, Skill Focus (Concentration), Skill Focus (Move Silently)
Environment Underground
Organization Solitary
Challenge Rating 5
Treasure 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment Usually neutral
Advancement 5-7 HD (Medium); 8-11 HD (Large); 12-20 HD (Huge)
Level Adjustment —

Mindlurker Slime (Ball Shape)
Medium Ooze
Hit Dice 4d10+34 (56 hp)
Speed 30 ft. (6 squares)
Initiative: +1
Armor Class 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple +3/+6
Attack Slam +2 melee (1d6+1)
Full-Attack Slam +2 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Ancient vision, rolling crash, steal memory
Special Qualities Blindsight 60 ft., ball shape, memory-made, not just a memory, ooze traits, shadow meld
Saves Fort +8, Ref +2, Will -4
Abilities Str 12, Dex 12, Con 23, Int 10, Wis 1, Cha 1
Skills Concentration +17, Move Silently +19
Feats Improved GrappleB, Skill Focus (Concentration), Skill Focus (Move Silently)
Environment Underground
Organization Solitary
Challenge Rating 5
Treasure 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment Usually neutral
Advancement 5-7 HD (Medium); 8-11 HD (Large); 12-20 HD (Huge)
Level Adjustment —

The mindlurker slime is a creation of the mind, founded in the shadows of memories. Upon first encountering one, it usually uses its shadow meld ability to hide among shadows, both natural and supernatural. Its favorite locations are corners of ceilings and floors, but if neither is available, the mindlurker slime will hang from a ceiling. If found out, the slime appears in ball form, pure darkness in a round shape.

A mindlurker slime is 4 feet wide, 4 feet tall, and 4 feet long in ball form, weighing about 200 pounds.

Combat

Mindlurker slimes usually attempt to hide from possible danger by blending in with shadows, but if discovered, they will attack viciously in ball form until harmed significantly, at which point they will retreat. If allowed to do so, they multiply, creating a greater danger than most could hope to find in the worst of darkness.

Ancient Vision (Su)
A mindlurker slime can grant stolen memories to other creatures, allowing those creatures to see the memories as if they had been the ones to experience them as a standard action. Regardless of the length of the memory, the creature experiences it in just 1 round. During that round, both the mindlurker slime and the creature granted memories are dazed. A successful DC 12 Will save allows the target creature to resist, but memories shown in this manner are hardly ever hostile. A mindlurker slime will usually use this before a fight starts in an attempt to mislead creatures into thinking it's dangerous where they're headed, or that what they're currently doing is wrong. Ancient vision is often combined with shadow meld so that the mindlurker slime can affect their target without endangering itself and without alerting the target creature, thereby bypassing its will. In combat, the mindlurker slime will never perform this action, as it leaves a great gap in defense.

Ball Shape (Ex)
A mindlurker slime can take the shape of a ball, gaining better mobility at the cost of control. As a free action at any time, the mindlurker slime can become a ball, or shift into their normal, flat, liquid selves. In ball form, the mindlurker slime takes a -2 penalty on all attacks and grapple checks, but its Dexterity increases to 12. A mindlurker slime's ball shape statistics are given above. The mindlurker slime's initiative count does not change after its initial roll (unless it changes because of something other than its Dexterity increase).

Memory-Made (Ex)
A mindlurker slime is a creation of memories. In order to thrive, it needs to consume at least one memory per month with its steal memory ability. Should it fail to do this, the mindlurker slime must make a DC 20 Concentration check to avoid taking a -1 penalty to Strength, Dexterity, Constitution, and Intelligence every day. Each day, the DC rises by 1. These penalties stack until the mindlurker slime becomes unable to move, at which point, it dies after one more day. It can be revived before this happens, however, if a creature touches the mindlurker slime. The slime will steal a memory, becoming mobile once more. A mindlurker slime that dies in this manner turns into pure memory matter, spreading insubstantial memory-stuff into the air around it. Any creature passing within 15 feet of the mindlurker slime's location of death sees all memories the slime ever stole. This effect lasts for one month after the mindlurker slime's death.

Not Just a Memory (Ex)
When a mindlurker slime's hit points are reduced to half or less, it will retreat. After 1d3+1 rounds of being below half hit points but still alive, another mindlurker slime will grow from the original. While multiplying, the original mindlurker slime cannot move, though it can still attempt to grapple or attack. Should it move, the multiplication takes an additional 1d3 rounds per round in which it does so. This new mindlurker slime has the same amount of hit points the original has. Multiplication in this manner can only occur once every hour, and the newly created mindlurker slime must wait one hour before it can do the same.

Rolling Crash (Ex)
While in ball form, the mindlurker slime gains the ability to attack the same target twice with its natural slam attack on a charge. If both attacks hit, the mindlurker slime can attempt to grapple the target as a free action while changing into its natural shape.

Shadow Meld (Su)
A mindlurker slime that is in at least shadowy illumination becomes completely invisible, as the invisibility spell. Alternatively, the mindlurker slime can instead appear as a floating shadow while melded. Melding with shadows requires a move action. While melded with shadows, the mindlurker slime cannot attack except with its ancient vision ability. Combat is too stressful to meld with shadows during, so it's impossible to shadow meld while in such situations. However, the mindlurker slime’s body automatically melds slightly to darkness at all times, granting it a permanent 10% miss chance against attacks.

Steal Memory (Su)
The mindlurker slime can attach itself to its target with a successful grapple check, stealing a memory. Every round the slime succeeds on another grapple check, it may again steal a memory. This memory cannot be something deeply ingrained in the target's mind, such as the memory required to move, but it can be something less powerful, such as the memory of quick movement. Stealing a memory can have various effects, but in every case, the victim doesn't even notice until the memory comes back 1 hour after being stolen from. When the mindlurker slime steals a memory, one penalty is chosen randomly, as shown on the table below.


Roll
Effect


1
-1 AC


2
-1 to attacks


3
-1 damage


4
-1 on Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, and Perform checks


5
-1 on Balance, Climb, Jump, Swim, and Tumble checks


6
-1 on Concentration and Knowledge checks


7
-1 on Appraise, Craft, Disable Device, Open Lock, Use Magic Device, and Use Rope checks


8
-1 on Disguise, Hide, and Move Silently checks


9
-1 to opposed combat checks (bull rush, disarm, feint, grapple, overrun, sunder, and trip)


10
Roll twice, taking both memories


In addition, having a memory stolen deals 1 Intelligence, Wisdom, or Charisma damage to the victim. Roll 1d6. On a result of 1 or 2, Intelligence is damaged. On a result of 3 or 4, Wisdom is damaged. On a result of 5 or 6, Charisma is damaged. The same type of memory can only be stolen two times in a day from the same victim.

Skills
A mindlurker slime has a +8 racial bonus on Move Silently checks.