Stickygrip Slime (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 3-15-15
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article


Stickygrip Slime
Size/Type: Medium Ooze
Hit Dice: 12d10+60 (126 hp)
Initiative: +1
Speed: 30 ft, climb 30 ft
Armor Class: 11 (+1 dex), touch 11, flat-footed 10
Base Attack/Grapple: +9/+18
Attack: Slam +9 melee (1d4+7 plus 2d6 acid plus grab, 20/x2)
Full Attack: Slam +9 melee (1d4+7 plus 2d6 acid plus grab, 20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Constrict (1d4+7 plus 2d6 acid), Improved Grab, Melty Touch
Special Qualities: Blind, Blindsight 60 ft, Fast Healing 3, Half Bludgeoning and Slashing damage, Ooze Traits, Resist Acid/Electricity 15, Sticky Body
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 20, Dex 12, Con 20, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Underground
Organization: Solitary, Pair, or Derby (3-12)
Challenge Rating: 6
Treasure: None
Alignment: Always True Neutral
Advancement: 13-24 HD (Medium), 25-36 HD (Large)
Level Adjustment:


This pale orange ooze rolls around at a fairly swift pace due to keeping a roundish appearance and a high surface tension. It's surface is littered with debris, and the flaky remains of the last weapon which struck it.

Resembling a living tanglefoot bag's contents, this slime is rather sticky and warm to the touch. On contact with objects it sticks to them and never lets go until its target has broken down into bite-sized bits. Many a foolish hero have lost weapons or even spells to their supernatural stickiness.

Stickygrip slimes are roughly twice the size of basketballs. They do not speak, and smell of glue.

Combat[edit]

Stickygrip slimes are mindless, and their tactics simple but effective. They stay on the ceiling and drop down on unsuspecting targets, or roll up and attack creatures directly to grapple them or get attacked. This usually ends up in it taking a hold of a weapon. At this point it rolls away with its prize into a cubbyhole or up a wall out of reach to digest in peace.

It will continue to follow and ambush targets if they remain within its area of its blindsight. It will retreat if taking too much damage. Only piercing damage is good at breaking through its high surface tension.

Constrict (Ex): A stickygrip slime deals automatic slam and acid damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a stickygrip slime 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.

Melty Touch (Ex): The stickygrip slime deals 2d6 acid damage on its natural attacks, and every round a creature or object is grappling with it, subject to its sticky body, or striking at it with unarmed or natural attacks. Its acid ignores half the hardness of stone and metal in particular. It can choose not to emit this acid such as if it wants to avoid sinking through a stone floor.

Sticky Body (Ex): The stickygrip slime is very sticky. It gains a +4 racial bonus on grapple checks, and can climb along any surface as easily as rolling. When attacked by any physical weapon, there is a 50% chance the weapon sticks into its body requiring a Strength check, DC 17, to remove. The strength check is a free action as part of your attack, and an attack action if you fail to pull it out on the initial strike. Stuck weapons are subject to its melty touch at the beginning of the slime's turn.

If a creature is grappled, or is grappling the slime, they are also stuck. Treat as if hit by and failed a save against a tanglefoot bag until they cease to be grappled.

More alarming is its supernatural stickiness, allowing it to "stick" spells to its body. If subject to a spell or in the area effect of a spell, it has a 50% chance of sticking. Instead of being affected by the spell, the slime is imbued with the spell. Treat it as if it has Spell Storing on its slam attack with no limit on the level of the spell, applying the spell against a single target (regardless of its original area or targets) on a successful slam attack. It can only imbue a single spell at a time, a new spell sticking to it replaces the old one. When charged, the slime clearly sparks with supernatural magical energy.


Back to Main Page3.5e HomebrewMonsters


Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
AlignmentAlways True Neutral +
AuthorEiji-kun +
Challenge Rating6 +
EnvironmentUnderground +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
TitleStickygrip Slime +
TypeOoze +