KING
Gelatinous Cube

Gelatinous Cube

Ooze · no Crown (Mindless)

T2d6Minor

Transparent trap cleaners, gelatinous cubes engulf unaware, paralyzing ooze.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 8  ·  ATK +2  ·  Save DC 13  ·  Dmg 2 (flat)

AC88 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind4--
Sense8--
Heart10--
Cunning6--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Transparent Cube

Fills a 10 ft cube and can flow into other creatures' spaces. A motionless cube takes a Cunning check (DC 13) to spot; creatures that fail walk straight into it.

Passive

Mindless

Immune to fear and charm. It never flees at 0 Vigor; it dissolves prey until destroyed.

Maneuvers

Maneuver

Engulf

Flows over a man-sized or smaller creature in its path. The target makes a Body save (DC 13): on a failure it is engulfed, restrained, unable to breathe, takes 2 damage, and takes 1 Vigor damage at the start of each of its turns; on a success it takes 1 Vigor damage as the acid splashes it. A Body check frees an engulfed creature.

Tactics

GM tactics

Mindlessly patrols dungeon corridors. Engulfs and digests anything organic. Leaves behind clean floors and floating treasure.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.