Primeval Slime

Roll up a unique ooze/jelly/pudding/slime with DCC RPG’s Primeval Slime tables. See pg 423 of the DCC Rulebook for full details.

Citation

DCC RPG, pg 423. Goodman Games https://goodman-games.com/

Result

Primeval Resolve: {Roll on "Ooze Color"} Slime: Init (always last); Atk pseudopod +4 melee (1d4); AC 10; HD 1d8 per 5′ square; MV 5′, climb 5′; Act 1d20 per 5′ square; SP half damage from slicing and piercing weapons; SV Fort +6, Ref -8, Will -6; AL N.

{% count = {1d4-1} %}
{%if count >= 1%}
{% chart = get_chart id:72669 %}
{% result = unq count:{$count} source:chart %}
{%for item in result%}
- {{item}}
{%end%}
{%end%}


Subcharts

Ooze Color (d8)

d8 Result

1

Yellow

2

Green

3

Red

4

Ochre

5

Black

6

Gray

7

Tan

8

Clear

Ooze Special Property (1d10)

1d10 Ooze Special Property

1

Acidic touch. Pseudopods do an additional 1d6 damage. Additionally, any creature that steps on the slime takes 1d6 damage. The slime will attempt to move over adjacent targets and engulf them. Targets engulfed take 1d6 damage and cannot escape or take any action without making an opposed Strength check against the slime (treat the slime as Str 12 + 2 per 5′ section).

2

Paralyzing touch. Pseudopod’s or slime’s touch requires target to make DC 14 Fort save. Failure causes paralysis for 1d6 hours.

3

Sticky. Any creature touched by the slime must make a DC 15 Str check to pull away. Stuck creatures attack at a -2 penalty to attack rolls and are dragged along by the slime until they pull free. The sticky skin of the slime is encrusted with 2d4 random objects picked up in its travels.

4

Protoplasmic breakdown. The slime digests its food by emitting acidic juices on contact. Any creature that contacts the slime (including by attack from a pseudopod) temporarily loses 1d4 Stamina from the digestive juices. A creature that reaches 0 Stamina is immediately killed.

5

Metal digestive. Any metal weapon touched by the slime or that strikes the slime is damaged. A weapon is rendered useless after one touch and metal armor loses one “plus” to Armor Class every round of contact. Magic items receive a save against DC 12 (add the weapon’s “plus” to the d20 roll).

6

Rapid reproduction. For every 5 hit points of damage inflicted by the slime, its area grows by another 5′ × 5′ and it gains 5 hit points.

7

Sensitive to light. The ooze is either drawn to light or takes 1 point of damage per round of exposure (50% chance of either).

8

Psionic. The ooze has a latent, primitive intelligence. It hurls mental blasts against nearby targets in an attempt to subdue them. Each round it gains a new action, which is a psychic blast. It can target any living creature within 100′ with a psychic blast. A creature struck by the psychic blast must make a DC 14 Will save or take 1d6 points of damage as it reels back in intense mental pain, nose and ears bleeding from the pressure within its cranium.

9

Takes double damage from Resolve: {fire|cold|acid|lightning|force energy (e.g., magic missile)|necromancy (e.g., chill touch)}.

10

Immune to Resolve: {fire|cold|acid|lightning|force energy (e.g., magic missile)|necromancy (e.g., chill touch)}.