KING
Green Slime

Green Slime

Ooze · Crown of Sloth

T1d4Minor

Deadly fungal mold, green slime turns flesh to sludge, spores airborne.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 8  ·  ATK +0  ·  Save DC 11  ·  Dmg 1 (flat)

AC88 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+0d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind2--
Sense6--
Heart10--
Cunning4--
Fate12--

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

Passives

Passive

Hazard

Green slime doesn't attack. It drops on creatures passing beneath or is stepped in.

Passive

Acidic Coating

Creature that touches green slime loses 1 Vigor (acid) per round. Slime can be scraped off (action) or destroyed by sunlight, cold, fire, or radiant damage.

Passive

Flesh to Ooze

If green slime kills a creature, the corpse becomes more green slime within 24 hours.

Tactics

GM tactics

Not a creature so much as a hazard. Hangs from ceilings. Falls on passersby. Spreads through dead victims.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 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.