A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

20 April 2012

[A to Z April] Q is for Quickdeath (monster)

The group stopped in the passage just outside the mouth of the chamber. Several feet inside the chamber was a pool of molten silver. Alakin peered inside. “Could be quicksilver. Nice pool of it if it is.”

Seandi’s eyes lit up. “Quicksilver? Excellent. I need some for a couple of new spells I have been wanting to try.” She started to step into the chamber when a hand gripped her elbow. She turned and looked at the human owner of the hand. “Flakim? What is the meaning...?”

“Let me go, Seandi. There’s no telling what is in that chamber. Just tell me how much you will need.” The paladin held out his hand. Seandi fished in her belt pouch and came out with a small glass vial, which she placed in Flakim’s palm.

Noatil started humming softly, just loud enough for the human to hear him. Feeling the boost from Noatil’s magic, Flakim unsheathed his lonsword and strode confidently toward the pool. He stopped short of the eerie liquid silver and fiddled with the stopper on the vial.

“GAAAAH!” A scream ripped from the human’s throat; the longsword fell from his hands, clattering, to the stone floor of the cavern.

Noatil stopped his humming and yelled, “What is that thing?” Twenty feet into the chamber, the paladin stood, transfixed by a silvery, glistening pseudopod extending from the pool upward and through his body. “Flakim! Say something! How do you fare?”

“How d’y’think he fares, y’imbecile? He’s practically got a sword stickin’ through ‘im.” The dwarf shook his head in disgust. “Y’ beardless, milk-drinkin’ rockrunt.” His voice rose in a mocking tone. “‘How do you fare?’ Really? Feh.” He waved to one of the two halflings standing on the far side of the passageway. The female halfling ran to his side. Alakin reached into his belt and handed her a small clay bottle. “Lass, d’y’think y’can hit the beast with this? I’d try, but that Tel-blasted lizard messed up m’throwin’ arm somethin’ wicked. If that’s what I think it is, it’ll light right up like a torch.”

Shiloru looked up at him. “And if it’s not what you think?”

“Well, lass.... Then y’ll want to pray t’whatever god y’favor. Because what I think is bad enough. If it’s somethin’ different? We may be in even bigger trouble.”



Medium Ooze
Hit Dice: 4d10+30 (54 HP)
Initiative: +1
Speed: 40 ft., climb 30 ft.
Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple: +3/+7
Attack: Gore +3 melee (1d8+1 plus 1d4 acid)
Space/Reach: 5 ft./10 ft.
Special Attacks: Acid, constrict 1d8+1 plus 1d4 acid, improved grab
Special Qualities: Blindsight 60 ft., immunity to cold, ooze traits
Saves: Fort +15, Ref +3, Will -4
Abilities: Str 12, Dex 13, Con 28, Int 0, Wis 1, Chr 1
Skills: --
Feats: --
Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 4
Advancement:: 4-7 HD (Medium): 8-10 HD (Large)

A quickdeath resembles a pool of molten silver, or quicksilver. It will vibrate and ripple slightly as if responding to tremors in the surrounding surface. As with other ooozes, it will strike and attempt to grapple a victim. The quickdeath is considerably faster, however, than a typical ooze and will attempt to stab with a pseudopod rather than perform a slam attack. Unlike quicksilver, however, the quickdeath is susceptible to fire and fire damage and will take double damage.

A quickdeath can grow to a diameter of up to 10 feet and a thickness of about 6 inches. The typical quickdeath weighs between 600 and 800 pounds.

A quickdeath secretes a digestive acid that quickly dissolves organic material and metal, but not glass or stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a quickdeath also dissolves immediately unless it succeeds on a DC 16 Reflex save (both saves are Constitution based). The acidic touch deals 21 points of damage per round to wooden or metal objects, but the quickdeath must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex)
A quickdeath deals automatic piercing and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex)
To use this ability, a quickdeath must hit with its gore attack. It can then attempt to start a grapple as a free action without provoking an attack or opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Last year's "Q": Q is for Quaint Folk

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