Bestiary: Hive

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Ants

Drone Ant


Race: Vermin SR: 0 TR: 63
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Co El So Di Ma Ne Po, a f Heals: (none) Deals: Ac Ne
Misc Imm: Fear Charm Domination Confuse
Spell Imm: (none)
Special Abilities:


Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.

Fire Ant


Race: Vermin SR: 0 TR: 59
AB: AC: Saves: F / R / W Conceal: (none) KB: Fi Po
Takes: Bl, Co El So Di Ma Ne Po, a p Heals: Fi Deals: (none) ??
Misc Imm: Fear Charm Domination Confuse
Spell Imm: (none)
Special Abilities:


Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.

Guard Ant


Race: Vermin SR: 0 TR: 62
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Co El So Di Ma Ne Po, f Heals: (none) Deals: So Ma
Misc Imm: Fear Charm Domination Confuse
Spell Imm: (none)
Special Abilities: Heals other nearby ants (visible as balls they send to others)


Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.

Soldier Ant


Race: Vermin SR: 0 TR: 59
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl, Co El So Di Ma Ne Po, f Heals: (none) Deals: Ac Ma
Misc Imm: Fear Charm Domination Confuse
Spell Imm: (none)
Special Abilities:


Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.

Worker Ant


Race: Vermin SR: 0 TR: 58
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl, Co El So Di Ma Ne Po, a f Heals: (none) Deals: So Ma
Misc Imm: Fear Charm Domination Confuse
Spell Imm: (none)
Special Abilities:


Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.

Beetles

Bombardier Beetle


Race: Vermin SR: 0 TR: 61
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Co El So Di Ma Ne Po, a f Heals: (none) Deals: Ac Fi Ma
Misc Imm: Fear Charm Domination Confuse
Spell Imm: (none)
Special Abilities: Spawn fire bomb beetles and Gas Bomb beetles


These beetles earned their name by playing host to hordes of tiny beetles whose chemical makeup makes them prone to blow apart explosively if struck hard. Sages believe that the smaller beetles are actually the creature's young, but given the dangers posed in dissecting the smaller beetles, no one has been able to confirm this.

Fire Bomb Beetle


Race: Vermin SR: 0 TR: 37
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Co El So Di Ma Ne Po, f Heals: (none) Deals: Fi Po
Misc Imm: Fear Charm Domination Confuse Critical Hits
Spell Imm: Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities: multiply - produce more fire bomb beetles


This miniature creature scuttled out from under the wing of the nearby Bombardier Beetle, and made directly for you. You hope it doesn't find a hole in your boot...

Gas Bomb Beetle


Race: Vermin SR: 0 TR: 37
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Co El So Di Ma Ne Po, a f Heals: (none) Deals: Ac Ne
Misc Imm: Fear Charm Domination Confuse Critical Hits
Spell Imm: Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities: explode when near death


This miniature creature scuttled out from under the wing of the nearby Bombardier Beetle, and made directly for you. You hope it doesn't find a hole in your boot...

Knell Beetle


Race: Vermin SR: 35 TR: 63
AB: AC: Saves: F / R / W Conceal: (unknown) KB: So
Takes: Bl, Ac Co Fi Di Ma Ne Po, e Heals: So Deals: So Po
Misc Imm: Fear Charm Domination Confuse
Spell Imm: (none)
Special Abilities: Sonic Cascade Reflex/Sonic DC 57: "The knell beetle's earthquake knocks you to the ground!" (Knockdown), Tumble check DC 105 for longer duration.


Knell beetles are an offshoot of giant beetles that were long ago warped by overexposure to transmutation magic and sonic energy. Since their original creation, the vermin have thrived in underground colonies, constructing immense, convoluted tunnel complexes reminiscent of anthills.

A knell beetle's carapace looks like it might conceal wings, but it acts only as durable armour. Two more limbs-jointed, agile, and wickedly hooked claws-jut from each side of a pair of long mandibles. Above the knell beetle's head is a hornlike growth shaped like the bell of a massive trumpet, tapering above the creature's shoulders and flaring out over its sharp jaws. Its four black, insectoid eyes sit in a chitinous brow ridge that runs just below this horn. Essentially, the creature lacks a true head; in its place is the large horn, which warbles and trumpets when the knell beetle communicates to other knell beetles.

Knell beetles, like most vermin, are mindless hunters. They live to breed and expand their warrens, breaking off into new colonies when one has grown too large for an area (typically when a colony has amassed more than fifty members). Knell beetles have also been known to be used as mounts by Underdark races. Hobgoblins have domesticated them in the past, as have some orc tribes. These groups know that in great numbers knell beetles only become more effective, and mounted units of knell beetles riders sometimes form the elite fighting units for certain tribes or cities.

Ettercaps

Ettercap Darkweaver


Race: Aberration SR: 69 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Pi, El Fi Di Ma Ne Po, a c s Heals: (none) Deals: (none) + Spells
Misc Imm: Fear Paralysis Freedom Charm Domination Confuse Level/Abil Drain Death Magic
Spell Imm: Drown
Special Abilities: Casts EQ and Buffs


Although generally not very intelligent, ettercaps are cunning predators. Like the monstrous spiders in whose company they are often found, they are skilled hunters and trappers.

Lurking in dark shadows, ettercaps are solitary creatures that exist only to eat and breed. They often make their homes near well-travelled paths or game trails where food is plentiful. They savour the taste of still-living flesh, often consuming incapacitated prey before it dies.

Ettercaps are very fond of spiders and often keep them as others keep bees. Some ettercaps have a number of monstrous spiders as pets, which are as loyal to it as a dog is to a human master.

Darkweavers are the exception to the rule that most ettercaps aren't terribly bright. Their native cunning has evolved to the point that they are able to call on the gods of forest and grove. The influence of the omni-rats has only accelerated this process.

Ettercap Fang


Race: Aberration SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi, Co El Fi So Di Ma Ne Po Heals: (none) Deals: Ac Ma
Misc Imm: Fear Paralysis Freedom Charm Domination Confuse
Spell Imm: Drown
Special Abilities:


Although generally not very intelligent, ettercaps are cunning predators. Like the monstrous spiders in whose company they are often found, they are skilled hunters and trappers.

Lurking in dark shadows, ettercaps are solitary creatures that exist only to eat and breed. They often make their homes near well-travelled paths or game trails where food is plentiful. They savour the taste of still-living flesh, often consuming incapacitated prey before it dies.

Ettercaps are very fond of spiders and often keep them as others keep bees. Some ettercaps have a number of monstrous spiders as pets, which are as loyal to it as a dog is to a human master.

Ettercap Spinner


Race: Aberration SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi, Co El Fi Di Ma Ne Po, a Heals: (none) Deals: El Po
Misc Imm: Fear Paralysis Freedom Charm Domination Confuse
Spell Imm: Drown
Special Abilities:


Although generally not very intelligent, ettercaps are cunning predators. Like the monstrous spiders in whose company they are often found, they are skilled hunters and trappers.

Lurking in dark shadows, ettercaps are solitary creatures that exist only to eat and breed. They often make their homes near well-travelled paths or game trails where food is plentiful. They savour the taste of still-living flesh, often consuming incapacitated prey before it dies.

Ettercaps are very fond of spiders and often keep them as others keep bees. Some ettercaps have a number of monstrous spiders as pets, which are as loyal to it as a dog is to a human master.

Rats

Omni-Rat Chewer


Race: Magical Beast SR: (unknown) TR: unturnable
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: El seems best Heals: (none) Deals: Ac Po
Misc Imm: (unknown)
Spell Imm: (unknown)
Special Abilities:
Immune to Know Vulnerabilities.

Cranium rats are verminous creatures not uncommon in Sigil and pestilent cities of the Lower Planes. Cranium rats are distinguishable from their normal cousins by the pulsating brains that protrude from the tops of their skulls. They are many creatures and one all at once, for they possess a type of group mind.

Most cranium rats exist as the eyes and ears of Ilsensine, the great god-brain of the illithids. The extent and purpose of their powers are held closely secret, lest Ilsensine's instruments be discovered. Those who discover the true purpose of the cranium rats are undersentance of swift and terrible death.

This cranium rat, however, belongs to a hive mind gone rogue, broken away from Ilsensine and bent on its own purposes. It thinks of itself as independent from Ilsensine, a separate entity, and the only that matters. It is for this reason that it thinks of itself as the Omni-mind, the All-encompassing.The hive mind has been gathering other types of vermin to it, to act as defenders and servants.

In a normal hive, chewers help to expand tunnels for their brethren. In this hive, they lead fairly decadent lives, allowing beings of less intelligence to do their work. They still pack a fearsome bite, however.

Omni-Rat Devourer


Race: Magical Beast SR: (unknown) TR: unturnable
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: El seems best Heals: (none) Deals: Ac Po
Misc Imm: (unknown)
Spell Imm: (unknown)
Special Abilities:
Immune to Know Vulnerabilities.

Cranium rats are verminous creatures not uncommon in Sigil and pestilent cities of the Lower Planes. Cranium rats are distinguishable from their normal cousins by the pulsating brains that protrude from the tops of their skulls. They are many creatures and one all at once, for they possess a type of group mind.

Most cranium rats exist as the eyes and ears of Ilsensine, the great god-brain of the illithids. The extent and purpose of their powers are held closely secret, lest Ilsensine's instruments be discovered. Those who discover the true purpose of the cranium rats are undersentance of swift and terrible death.

This cranium rat, however, belongs to a hive mind gone rogue, broken away from Ilsensine and bent on its own purposes. It thinks of itself as independent from Ilsensine, a separate entity, and the only that matters. It is for this reason that it thinks of itself as the Omni-mind, the All-encompassing.The hive mind has been gathering other types of vermin to it, to act as defenders and servants.

The typical role of a devourer is to break prey items down into more consumable form for itself and the rest of the hive. In this hive, however, the ants provide all the food the rats need, leaving the devourers to do as they please. While the leisure may have made them a little rounder than typical, their acid is every bit as potent.

Omni-Rat Ganglion


Race: Magical Beast SR: (unknown) TR: unturnable
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: (unknown) Heals: (none) Deals: El Po
Misc Imm: (unknown)
Spell Imm: (unknown)
Special Abilities: So long as ganglion-type rats are alive within a mob, all other omni-rats are immune to spells and magic. Hence the need to take out ganglions rats first, then finish off the rest.
Immune to Know Vulnerabilities.

Cranium rats are verminous creatures not uncommon in Sigil and pestilent cities of the Lower Planes. Cranium rats are distinguishable from their normal cousins by the pulsating brains that protrude from the tops of their skulls. They are many creatures and one all at once, for they possess a type of group mind.

Most cranium rats exist as the eyes and ears of Ilsensine, the great god-brain of the illithids. The extent and purpose of their powers are held closely secret, lest Ilsensine's instruments be discovered. Those who discover the true purpose of the cranium rats are undersentance of swift and terrible death.

This cranium rat, however, belongs to a hive mind gone rogue, broken away from Ilsensine and bent on its own purposes. It thinks of itself as independent from Ilsenine, a separate entity, and the only that matters. It is for this reason that it thinks of itself as the Omni-mind, the All-encompassing.The hive mind has been gathering other types of vermin to it, to act as defenders and servants.

Ganglions, as their name implies, act as nerve centers for the Omnimind, helping to coordinate the actions of the others and channel the flow of the Omni-mind hivethink.

Omni-Rat Mutilator


Race: Magical Beast SR: (unknown) TR: unturnable
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: El seems best Heals: (none) Deals: Ac Po
Misc Imm: (unknown)
Spell Imm: (unknown)
Special Abilities:
Immune to Know Vulnerabilities.

Cranium rats are verminous creatures not uncommon in Sigil and pestilent cities of the Lower Planes. Cranium rats are distinguishable from their normal cousins by the pulsating brains that protrude from the tops of their skulls. They are many creatures and one all at once, for they possess a type of group mind.

Most cranium rats exist as the eyes and ears of Ilsensine, the great god-brain of the illithids. The extent and purpose of their powers are held closely secret, lest Ilsensine's instruments be discovered. Those who discover the true purpose of the cranium rats are undersentance of swift and terrible death.

This cranium rat, however, belongs to a hive mind gone rogue, broken away from Ilsensine and bent on its own purposes. It thinks of itself as independent from Ilsensine, a separate entity, and the only that matters. It is for this reason that it thinks of itself as the Omni-mind, the All-encompassing.The hive mind has been gathering other types of vermin to it, to act as defenders and servants.

Mutilators are typically the defenders of the hive. With the other insects available as fodder, these rats spend most of their time hunting, though they still serve as fierce defenders when the hive comes under attack.

Omni-Rat Predator


Race: Magical Beast SR: (unknown) TR: unturnable
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: El seems best Heals: (none) Deals: Po + Special Ps (bolt attack)
Misc Imm: (unknown)
Spell Imm: (unknown)
Special Abilities:
Immune to Know Vulnerabilities.

Cranium rats are verminous creatures not uncommon in Sigil and pestilent cities of the Lower Planes. Cranium rats are distinguishable from their normal cousins by the pulsating brains that protrude from the tops of their skulls. They are many creatures and one all at once, for they possess a type of group mind.

Most cranium rats exist as the eyes and ears of Ilsensine, the great god-brain of the illithids. The extent and purpose of their powers are held closely secret, lest Ilsensine's instruments be discovered. Those who discover the true purpose of the cranium rats are undersentance of swift and terrible death.

This cranium rat, however, belongs to a hive mind gone rogue, broken away from Ilsensine and bent on its own purposes. It thinks of itself as independent from Ilsensine, a separate entity, and the only that matters. It is for this reason that it thinks of itself as the Omni-mind, the All-encompassing.The hive mind has been gathering other types of vermin to it, to act as defenders and servants.

Predators are charge with seeking out life forms for the hive mind to dominate. This is very similar to their normal role, which is seeking out lifeforms for illithids to enslave and feed upon - now they simply do it for the hive mind instead.

Spiders

Bloodsilk Spider


Race: Magical Beast SR: 66 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Sl, Co El Fi Di Ma Ne Po, s Heals: (none) Deals: El Ne
Misc Imm: Fear Paralysis Freedom Charm Domination Confuse Level/Abil Drain Knockdown
Spell Imm: Drown
Special Abilities: Red cloud deals In.


Bloodsilk spiders, like their mundane cousins, are ambush predators that feed on the vital fluids of their prey. They lurk in reddened webs, which they use to drain blood from trapped creatures.

Inferno Spider


Race: Magical Beast SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: Fi Po
Takes: Sl, Co El Ma Ne Po, a s d Heals: Fi Deals: Fi Po
Misc Imm: Fear Paralysis Freedom Charm Domination Confuse Knockdown
Spell Imm: Drown
Special Abilities:


Their fangs burning with elemental fury, inferno spiders are deadly predators. These hunters are often aligned iwth priests of flame deities or groups of cunning salamanders, using their abilities to complement those of other fire creatures.

Inferno spiders hunt and feed on creatures weaker than themselves. They use their flame webs to capture prey that might otherwise be too quick and nimble. In combat, inferno spiders first attempt to entangle prey with their webs and then close to bite with their poisonous fangs. Possessing only limited intelligence, inferno spiders remain cunning and tenacious hunters, darting in and out of combat repeatedly as they probe for weaknesses.

Shadow Spider


Race: Magical Beast SR: 36 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Sl, Co El Fi Di Ma Po, s n Heals: (none) Deals: Ac Ne
Misc Imm: Fear Paralysis Freedom Charm Domination Confuse Level/Abil Drain Knockdown Death Magic
Spell Imm: (none)
Special Abilities: DC 56 Trip attack Reflex save.


Shadow spiders are carnivorous ambush predators from the Plane of Shadow that prefer to hunt on the Material Plane. They possess frightening intelligence and cunning. A shadow spider is a huge, shadowy arachnid. It has a 5-foot-diameter body and stands roughly 2 1/2 feet tall. Its eight eyes are such a deep red colour that they appear black. A shadow spider maintains a larder (actually a pocket in the Plane of Shadow) stacked with the desiccated corpses of its prey. The monster never carries treasure; it simply leaves its victims' possessions on the corpses. When its larder becomes overfilled, the shadow spider abandons it and finds a new one to fill with food.

Swarm Spider


Race: Vermin SR: 47 TR: 60
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Sl, Co El Fi Di Ma Ne Po, a s Heals: (none) Deals: Ac Ma
Misc Imm: Fear Paralysis Freedom Charm Domination Confuse Knockdown
Spell Imm: (none)
Special Abilities: DC:53 entangle attack


Though these small creatures generally prefer to attack en masse, overwhelming much larger prey by sheer force of numbers, this spider seems quite content you attack you in the company of only a handful of assorted vermin.

Widowmaker


Race: Magical Beast SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Sl, Co El Fi So Di Ma Ne Po Heals: (none) Deals: Ac Ma
Misc Imm: Fear Paralysis Freedom Charm Domination Confuse Level/Abil Drain Knockdown
Spell Imm: Drown
Special Abilities:


These spiders earned their name for one reason: their incredibly lethal bite.

Wasps

Howler Wasp


Race: Aberration SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Sl, Ac Co El Fi Di Ma Ne Po Heals: (none) Deals: So Po
Misc Imm: Fear Charm Domination Confuse
Spell Imm: (none)
Special Abilities:


Howler wasps are bizarre creatures created by the mighty wizard Otiluke. Otiluke sought to produce a fusion of insect and mammal that would guard his tower against a cabal of slaadi that sought to slay him. The first experiments produced the howler wasps. Otiluke intended to destroy the creatures, since they attacked friendly visitors as well as his enemies. Unfortunately, the slaadi attacked soon after he completed his first experiments. In the confusion of the battle, some of the howler wasps escaped. They and their offspring have since spread their nests throughout the world.

Phase Wasp


Race: Magical Beast SR: 0 TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: (unknown) Heals: (none) Deals: Ac Ma Ne
Misc Imm: (unknown)
Spell Imm: (unknown)
Special Abilities: immune to all spells and difficult to see.
Immune to Know Vulnerabilities.

Phase wasps are 18-inch-long insects that can see and attack invisible and ethereal creatures (in the latter case, without crossing the planar boundary). They rarely attack creatures three or more size categories larger than themselves unless provoked. Like ordinary wasps, these creatures live in large colonies. Each colony builds a nest about 10 feet in diameter out of "paper" that its members have made from chewed-up wood or paper and their own saliva. Because such a nest requires a tremendous amount of paper, many wizards and libraries offer bounties for the destruction of nearby phase wasp nests. Though they do not speak, phase wasps utilise an elaborate signalling system to communicate within their hives. Their "signal language" seems to be based on a system of subtle smells, body postures, and flight patterns.

Other

Burrow Root


Race: Plant SR: 0 TR: Unturnable (perhaps turnable with Vestments of the Gardenborn)
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Sl, Ac Co Fi Di Ma Ne Po, e Heals: (none) Deals: El Ma
Misc Imm: Fear Blindness Charm Domination Confuse Critical Hits
Spell Imm: Drown
Special Abilities: Can be split [but how?]


Burrow roots are animate plants that feed on blood. They attack to spill blood on the ground, then burrow underground and consume their food in safety.

Burrow roots often hunt in groups, moving into a territory and infesting it. In civilised areas, they are hunted and either killed outright or driven back into the remote wilderness.

Beholders, harpies, and other intelligent flying creatures use burrow roots to drive earthbound foes from behind cover. Less intelligent flying predators roost above burrow root infestations, swooping down as the burrow roots attack or scavenging remains after a battle.

Dark Tentacles


Race: Aberration SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Sl, Co El Fi Di Ma Ne Po, a s Heals: (none) Deals: Ma Ne
Misc Imm: Poison Disease Fear Paralysis Freedom Charm Domination Confuse Level/Abil Drain Knockdown Critical Hits Petrification
Spell Imm: Harm, Mass Harm, Inflict Minor Wounds, Inflict Light Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Inflict Critical Wounds, Mass Inflict Light Wounds, Mass Inflict Moderate Wounds, Mass Inflict Serious Wounds, Mass Inflict Critical Wounds, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: [forgotten] check versus Reflex 55 or weapon is disarmed and tossed to the ground (and not your inventory!). This includes caster staves.


The darktentacles is a justly feared swamp monster. Both intelligent and malicious, it often leaves treasure from previous victims scattered about to attract new prey. The creature can flatten its squishy body across the ground so as to be inconspicuous, and it usually hides in or near water.

A darktentacles resembles an octopus with thirty-six tentacles, each of which can be up to 20 feet long. Instead of suction cups, each of its tentacles is lined with eyes. The creature uses some tentacles for movement and others for combat, striking with whichever tentacles are convenient.

This creature is capable of wielding weapons in its tentacles, and it often does so. It has no innate sense for magic items, but it tends to select the most effective weapons at its disposal. Because it hides so well, many characters have no idea that a darktentacles is present until abandoned weapons fly up from the ground and begin attacking them.

Fetid Fungus


Race: Plant SR: 0 TR: Unturnable (perhaps turnable with Vestments of the Gardenborn)
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Sl, Ac Co Fi Di Ma Ne Po, e Heals: (none) Deals: Ac Ma
Misc Imm: Fear Blindness Charm Domination Confuse Critical Hits
Spell Imm: Drown
Special Abilities: Constitution check versus DC 36; failure results in daze/wretching.


A fetid fungus is a foul lichen that feeds off the decomposing flesh of its prey. These rootless creatures gain sustenance by enveloping and digesting flesh, and therefore travel constantly to find new food sources. though barely intelligent, they are skilled hunters and trackers. Once a fetid fungus latches onto the trail of potential prey, it is relentless.

Green Slime


Race: Ooze SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Sl, Co El Fi So Di Ma Ne Po Heals: (none) Deals: Ac Ma
Misc Imm: Poison Disease Fear Paralysis Blindness Freedom Charm Domination Confuse Knockdown Critical Hits Petrification
Spell Imm: Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:


The green slime is more akin to a plant than an animal. It is a horrible, fetid growth, resembling a bright green, sticky, wet moss which grows on the walls and ceilings of caves, sewers, dungeons, mines, and the like. They detect prey by vibration, and are normally ravenous. It's unclear how the omni-rats might be controlling it, since green slime is barely sentient.
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