Neurogel (3.5e Monster)
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|Size/Type:||Medium Ooze (Psionic)|
|Hit Dice:||4d10+16 (38 hp)|
|Armor Class:||5 (-5 dex), touch 5, flat-footed 5|
|Attack:||Slam +5 melee (1d6+2 plus nervebite, 20/x2)|
|Full Attack:||Slam +5 melee (1d6+2 plus nervebite, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Improved Grab, Nervebite|
|Special Qualities:||Blind, Blindsight 60 ft, Immunity to Electricity, Ooze Traits|
|Saves:||Fort +5, Ref -4, Will +3|
|Abilities:||Str 15, Dex 1, Con 19, Int 16, Wis 14, Cha 10|
|Skills:||Hide +4, Knowledge (any one) +13, Listen +9, Move Silently +4, Survival +9|
|Feats:||Skill Focus (knowledge), Stealthy|
|Alignment:||Usually Any Neutral|
|Advancement:||5-8 HD (Medium), 9-12 HD (Large), 13-16 HD (Huge)|
I AM, THEREFORE I THINK.
Believed to be an artificial creation, the neurogel is an intelligent ooze with an alien mindset. It is a translucent amber-gold substance crisscrossed with deep purple threads mixed within, and it sometimes glows dimly with psionic energy. The entire ooze acts as a giant brain, and its mind is consumed with unknown deep thoughts lost within itself. From what little communication has been made with the oozes, the vast majority appear to be in contemplative trances stopping only to consume or move, each obsessed with some seemingly random topic.
While most can suffice on random debris as most oozes do, all neurogels hunger for neurological materials, especially that of sapient or complex beings. They envelop these nerve-bearing beings and dissolve the flesh, and incorporate the nerves into their essence. It is unconfirmed, but rumored that the memories of all the beings they have eaten continue to live within their bulk. The slimes have yet to speak on the truth of this.
Neurogels do not speak, but seem to have telepathy amongst their own kind. Even then they have little to speak about, and care nothing beyond their own particular topics. For most neurogels this is a passive and harmless existence, but hostile neurogels often become obsessed with the manipulation and consuming of still-living sapient nerves and how to render them wracked with sensations, an event which inevitably results in seizures, paralysis, and death.
With intelligence on their side, neurogels are capable of setting up ambushes to maximize their own effectiveness. Once they have grappled a creature, they can begin disabling their nervous system. Once they have neutralized all the creatures they need, they can take their time consuming them.
Neurogels are able to deal nonlethal damage with their slam and constrict without penalty, as sometimes capture is in their interests.
Improved Grab (Ex): To use this ability, a neurogel must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Nervebite (Ex): Any creature hit by the natural attack of a neurogel or at the start of a ground while in a grapple, its victim is subject to nervebite which the neurogel can choose any one of the following each round. The saving throw, if any, is DC 15 and is Intelligence based. Nervebite does not function on creatures without a nervous system or analog of such.
Disconnect Sense: Victim must make a Fortitude save or lose one of their senses (sight, hearing, taste, touch, or smell) for 5 rounds as their senses are filled with static and false positives or negatives.
Puppetwalk: This can only be performed on a pinned or helpless creature, or a creature dead no longer than 24 hours. The victim is subject to control body with unlimited duration, so long as it concentrates.
Seize Up: Victim must make a Fortitude save or be stunned for 1 round.