Ooze Prism
| XP Value | 800 |
|---|---|
| Treasure Type | III |
| Type | Slime |
| Size | Large |
| Climate/Terrain | Ruins, Subterranean |
| Frequency | Rare |
| Number Appearing | 1 |
| Movement Speed | Slow |
| Hit Points | 16 (4d6+2) |
| Defense Score | 3 |
| Defense Target | 5+ |
| Melee Attack Score | 4 |
| Attack Target | 3+ |
| On Hit | Corrosion, Stun 5+ |
| Tactics |
Acid Aura Preemptive Attack 3+ |
| Immunity | Enchantment, Poison, Stun |
| Resistance | Physical Attacks (50% damage) |
| Weakness | Fire (200% damage) |
"Ooze prisms are translucent cubes of sludge that stalk dungeon corridors. Their nearly invisible, jellylike bodies ripple with a strange internal glow, giving them a prismatic sheen. They absorb and digest anything organic with a deadly acid, leaving behind only bones and corroded metal..."
More Info...
Running the Ooze Prism...
GMs should play the Ooze Prism as an environmental hazard that happens to be alive… it advances at a slow pace down dungeon corridors, consuming whatever lies ahead.
The horror comes from players realizing too late what blocks their path. Once combat begins, the Ooze Prism's greatest weapon is space itself. In narrow passages, there's nowhere to hide. Players must choose… retreat the way they came or stand and fight a creature that feels no pain.
The ooze prism never retreats and never changes tactics. It lumbers forward, patient and unstoppable until it is destroyed...
Attributes
| STR | 5 (3) |
|---|---|
| VIT | 5 (3) |
| DEX | 3 (2) |
| INT | 1 (1) |
| WIS | 1 (1) |
| CHA | 1 (1) |
| Initiative | 2 |
|---|---|
| Awareness | 1 |
| Morale | N/A |