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Creature:Tiny Green Slime

From Teriock
 Stats: ❤️1d6 Hit Dice❤️4 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 0.5
 Looks: A pool of thick opaque green liquid.

Slimes are a conglomeration of semi-sentient ooze.


 Abilities: 
 Trigger:  This triggers automatically. You cannot choose to not use it if you are able to.
 Duration: Always active.

Any weapon that deals damage to you becomes shattered at the start of your next turn.
 Duration: While up.
 Requirements: You are not anosmatic.

You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
 Duration: While up.
 Range: 10 feet.
 Requirements: You are not anosmatic and the target is not odorless.

You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.


 Attribute improvement: This ability sets your PER score to a minimum of 2.
 Duration: Always active.

You can sense up to 60 feet around you even when you are blind. This lets you detect moving creatures, but has no color nor depth. Even subtle movements like breathing are sufficient for this purpose. This does not detect any color nor depth, such as pictures or words on a page.
 Attribute improvement: This ability sets your PER score to a minimum of 1.
 Duration: Always active.

You can see in the dark up to 60 feet as though it is dim light.
 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Range: Your bite's range.
 Requirements: Target is down.

 On hit: Target is dead, ruined, and their SIZE is reduced by 1. If their SIZE was already less than 1, it is reduced to 0.
 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Range: 60 feet.

As you cast Empathic Ray, choose either "damage" or "healing". The effect varies depending on what you choose. Empathic Ray only counts as a damaging effect if you choose "damage" and only as a healing effect if you choose "healing".
If you do not take any damage before the start of your next turn, you regain the HP you spent on Empathic Ray. This counts as a regeneration effect and a healing effect. This is the only part of Empathic Ray that counts as a regeneration effect.

 On critical hit: Double the damage dice dealt by this ability. Or, if you chose "healing", double the number of times that target heals. On hit: Deal 1d6 magic damage to target or heal them (depending on what you chose). Heightened: For each additional MP spent, deal an additional 1d6 magic or heal the target again (depending on what you chose).
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of -1.
 Duration: Always active.

 Attribute improvement: This ability sets your STR score to a minimum of -2.

 Body Parts: 
Pseudopod Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Pseudopod 1 -3   Normal (5 feet) 0 0 lb. -3 Bashing, Handy, Small Body parts
1Normal (5 feet)