The Beastmaster - 3e custom monsters


Ancestor of the Sarlis | Ancient Defender | Animari | Antalotion | Arach-Thalos | Artic Beholder | Astral Giant | Augusti Tyrannis | Azimuth | Bak'juum | Beholithid | Bhagrhi Guard | Bheall | Blinking Spirit | Boarverine | Bone Dancer | Brackish Naga | Brain Leech | Bringer of the Plague | Bronze Golem | Butcher Bug | Cehram | Chaos Slime | Chulkharachatk | Cinderelle | Crackmonger | Crimson | Cromizard | Crystalline Beholder | Cura-kana | Dahlia | Darken Terror | Demiholders | Dire Brain Mole | Dire Cassowary | Dire Shrew | Dream Filcher | Eadar | Entolith | Eqaeros | Ethereal Giant | Euglassi Terror | Filcherani | Filcher Spider | Fly | Fodarick | Frostskull | Frukuku | Gelatinous Dragon | Glops | Glowbeetle | Gothfara | Gnass'Ti | Grasping Cluster | Graveyard Guardian | Hakuna | Hoji Krakhoruz | Horror Serpent | Ice Mummy | Illithiobat | Illusionary Dragon | Illutach | Inro | Jiuiliu Hounds | J'udgerii | Jyartau | Kahjinh | Kai-chini | Ka-zou-pkal-hla | Kxacchtahl | Lifeless Liberator | Luxvrakax | Maaegio RaKK | Magrako | Maintainer | Malevolant Playmate | Malicrocious | Massacumber | Mau | Mauorahn | Mudjagh | Nammayl Herhyrll | Nanobeholder | Necromantic Dragon | Noiroit | Onyx Serpent | Op-cha-chl-olp-chah | Orolathea | Osaki | Oyukurii | Phazango | Plebian Vampire | Prismatic Butterfly | Propagator Swarm | Pryzm Golem | Pseudooze | Psianatrix | Psibleed | Psionic Splinter | Psychic Beholders | Qel'tu'E | Rah'khuti | Raptivator | Rayu | Reality Render | Reizvolloth | Rime Hunter | Rokaijaihn | Rygylions | Shadow of Merdrayth | Skelek | Skelos-Flora | Sleeper Puff | Slider Rat | Snoo | Sphiz | Stone Dragon | Ssychkick | Syijo Slyvu | Thermostalk | Thoul | Tikapik | Trichronifics | Tyhistlar | Uulturex | Uyoroka | Vegenesque | Violetjay | VrGu | Wallozar | Whiphoorwhill | Wretched Ghoul | Xaghtaa'H | Xainyaer | Xaothoid | X'chil'e | Yijiuji Hounds | Zaskalahka | Zy'Larjk

By Lankin the Mad Mage

Huge Ooze
Hit Dice:
4D10+16 (con) +20 (size); (58 Hp)
Initiative: -5 (dex)
Speed: 15 ft
AC: 3 (-2 size, -5 dex)
Attacks: Slam +3 meelee
Damage: Slam 1D6+4 and 1D6 acid
Face/reach: 10 ft. by 10 ft/10ft
Special Attacks: Engulf, paralysis, acid (as a gelatinous cube)
Special Qualities: Blindsight, transparent, immunities, ooze, telepathy, new spells
Saves: Fort +5, Ref -4, Will -2
Abilities: Str 10, Dex 1, Con 19, Int 10, Wis 5, Cha 15
Skills: Consentration + 7, Knowledge (Arcana) + 4, Spellcraft + 4
Feats: Still spell
Climate/Terrain: Any underground
Organization: Solitary, pair, Family (2 adults + 2-4 children), Community (5-1000 families)
CR: 3
Treasure: Only acid-resistant items.
Alignment: Mostly neutral good
Advancement: By character class

Wizards will do the weirdest things. Nobody knows how, but through some mad magical experiment a mage made a handful Gelatineous Cubes sapient. They experienced a life of slavery under the evil wizard, until one day, the great cube Blob lead them in a revolution against the wizard and his minions. After defeating (eating the wizard, Blob established their new society and moral standards. Since then, the Glops have ben expanding their underground realm, sometimes helping good people and eating the rest. Glops strongly resemble their ancestors, Gelatineous Cubes, and it is hard to tell them apart. The only visual difference, is that whenever a Glop contemplates in strenous mental activity, small flashes of electricity dance within the cube. This is because the whole, transparent organism is one, big, brain. One of the many things that puzzle those that interact with them, is that Glops are completely asexual, yet they fall in love and get married just like other races do. They reproduce by combining protoplasm, though the details have not yet been revealed to outsiders. By some strange dint of fate, many Glops find themselves to be gifted Sorcerers, which is lucky, since their lack of appendages, total cluelessness and inborn knack to digest all spellbooks means that they have very few other career choices. Naturally, Still & Silent spell spell and eschew material component are popular feats. Recently, rumours have reached the surface that the Glops have researched new spells that will help them in the art of magic:

Telepathy (Su): The Glop can communicate telepathically with any ceature within 60 ft who uses a language.
Ooze (Ex): Immune to poison, sleep, paralysis, stunning and polymoprhing. Not subject to critical hits or flanking. NOTE: Due to their special mutation, Glops are not immune to mind-influencing effects.
New Spells (Sp): Glop have researched a few new spells, to help them properly interact with the world around them.
Create pseudopod: to gesture and wield items)
Vocalize thought: makes their bodies vibrate, so that they can use their entire shape as a vocal chord to speak.
Control Self: Makes the caster in control of his bodily fluids. He can decide to neutralze his bodily acid, thusly making him able to utilize non-acid resistant objects and creatures. 
Glops live under the gound, and delve huge cavernous cities (or at least try to do so, engineering is a bit difficult without appendages). Glop society is still quite primitive, and centered around the close family. Although they are very social with their own kind, and live in vast colonies resembling cities, they despise the thought of someone having power over other beings. This is a remnant from their years of slavery, and they will still fight to the death to stop slavery and tyrrany.  No Glop has power over another Glop (exempt parents, but even there the level of power is severely reduced). Although Glops don't have power over others, they have obligations, duties and influence. Glops obey others not because the social rules demand that they do so, but becaue the person giving the request has earned the respect of his/her fellow Glops.  Glops are not very militant, and generally try to "infiltrate" other races to learn about them, but they will all attack without delay if they ever meet their hated enemy: The Fiendish Sponge. This moist, slimy race of evil oozes have fought with the Glops ever since the Liveration, for they were the trusted Lieutenants of the Wizard. Glops are naturally very curious and inquisitive, yet not very perceptive. They have huge problems understanding the complex social interplay between humanoids, the intricate body-language, and are themselves quite straight-forward. They know that they are a young race and lacking in knowledge, but their determination to become a great and intelligent race drives them. . . . The chief deity of the Glops is Blob, allso known as "The Liberator", "The Vengeful One" and "It". He is revered as the founder of the Glop civilization. It was he who consumed The Oppressor, and he led his fellow Glops into many victorious battles against orcs, goblinoids, and their mortal enemies: The infernal Sponges. As a god, he appears as a golden cube, smiting his enemies with righteous engulfing. His clerics can choose between the domains Good, protection and War. He is NG. Gelhilda was the mortal spuse of Blob before, during and after the rebellion. She is the embodiment of marriage, faithfulness and love. She allso symbolize revenge upon those whoviolate these virtues. In art, she is depicted as a pink/red cube with a circlet of colourful fungi & moss. Her clerics can choose between the domains Good, Healing and Luck. She is LG
 Sometimes a rare Glop is born that has immense wisdom, and they are called Epiglops. They usually become clerics, and worship Blob, the liberator. Another great deity is Gelhilda, goddess of love. The typical ability scores for Epiglops are: Str 10, Dex 1, Con 19, Int 10, Wis 15, Cha 10. Due to the increased wisdom, the Epiglop has a Will save bonus of +2 instead of -2

The favoured class of the Glop is the Sorcerer, for Epiglops it is the Cleric.