Looks: A pool of thick opaque green liquid.
Slimes are a conglomeration of semi-sentient ooze.
Abilities:
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.
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.
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.
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).
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
You are immune to being frightened, goaded, frenzied, and allured.
Pick one of the following effect types. You resist effects of that type.
Attribute improvement: This ability sets your MOV score to a minimum of -1.
Attribute improvement: This ability sets your STR score to a minimum of -2.
You are immune to falling unconscious.
You are immune to arrows and vitals target abilities.
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.
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.
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.
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).
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
You are immune to being frightened, goaded, frenzied, and allured.
Pick one of the following effect types. You resist effects of that type.
- Awakening effects
- Control effects
- Displacement effects
- Duel modifying effects
- Financial effects
- Healing effects
- Killing effects
- Knockout effects
- Loud effects
- Mental effects
- Poison effects
- Reanimation effects
- Regeneration effects
- Revitalization effects
- Revival effects
- Stealing effects
- Summoning effects
- Temporal effects
- Transformation effects
- Truth detecting effects
Attribute improvement: This ability sets your MOV score to a minimum of -1.
Attribute improvement: This ability sets your STR score to a minimum of -2.
You are immune to falling unconscious.
You are immune to arrows and vitals target abilities.
Body Parts:
1Normal (5 feet)
| 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 |