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CHAOS SLIME Large outsider (Chaotic, Incorporeal) Hit Dice: 9d8+9 (63 hp) Initiative: +8(Dex) Speed: 40 ft., fly 90 ft.(good) AC: 23(+8 Dex, -1 Size, +6 deflection, +0 Natural) Attacks: Incorporeal touch +17 melee Damage: Incorporeal touch 2d12 and chaos effect Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Chaos effect, phase, invisibility, spawn Special Qualities: Incorporeal, Damage Reduction 50/+3, SR 25, Alert presence Saves: Fort+7, Ref+14, Will+3 Abilities: Str 6, Dex 23, Con 12, Int 2, Wis 5, Cha 1 Skills: Climb+5, Escape Artist+14, Hide+14, Jump+4, Listen+3, Spot+3, Tumble+14 Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse (Incorporeal Touch)
______________________________________________________________ Climate/Terrain: Limbo, any underground Organization: Solitary, or pod (2d4) Challenge Rating: 12 Treasure: None Alignment: Always chaotic neutral Advancement: N/A
Many thousands of years ago, there was a single shrine to a powerful and disorderly greater being, of whose name was never truly known. Hated and despised by servants of order and law, many orders of paladins and knights banded together to combat this desecrated shrine to chaos. They sieged the temple in a terrific assault, and during the battle, a high knight of St. Cuthbert struck a bold blow against the Avatar of the Chaos Being, himself. The howl of the spirit was so agonizing and unbearably painful that the mere essence of chaos leaked from his roar, infecting the surrounding creatures, both paladin and demon, alike. The battle broke up as the knights and paladins found themselves faced with a terrible mental disease- confusion and chaos clouded their thoughts, as they had been exposed to the essence of raw chaos. Several hours later, order within their bodies ceased to exist as the chaos disease completely overcame their bodies- they rose as what is known only as Chaos Slime to sages and schoolers today, and what is now known as one of the most feared adversaries that an adventure can hope not to meet. Chaos slime are impossible to describe physically. The best suggestion of describing their visual appearance is something thats there, but not truly existential. Folk are able to know that the slime is there, but without their eyes actually transmitting any visual information to the mind. Many of the Primes wiser and more knowledgeable folk have often attributed the Chaos slimes presence as something in their mind. Regardless, Chaos slime make terrifying opponents, and are automatically drawn to anything that radiates order and stability- they seek to perpetuate their kind.
COMBAT As stated before, Chaos slime are extremely difficult and disorientating adversaries. Their movements are swift, mechanical and almost pre-planned, and make effectively liberal use of their phase ability. Chaos Effect (Su): Any physical being that comes into contact with a chaos slime is open to a number of effects. Roll a d12 on the following chart to determine the effect(s): (The creature can attempt a Will save (DC 18) to avoid suffering the effect) - Being is stunned for 3d4 rounds - Being is petrified - Being is randomly teleported to a random location within 25 ft. - Being is swept away to another plane - Being is confused for 3d4 rounds - Being is hasted - Being suffers 2d8+2 points of damage. - Being is healed of 2d8+2 points of damage. - Being bursts into flames, suffering 6d6 points of fire damage. - Being is dominated - Roll again twice - Roll again three times Phase (Su): Chaos slime are able to use teleport without error as a free-action, at will. Invisibility (Su): Because Chaos slime do not exist existentially, they are effectively invisible in terms of visual perception. They gain all the benefits of being under improved invisibility, and targets must guess their location in order to attack. (This is rarely a problem, considering that most beings are aware of a Chaos slimes presence and exact location.) Chaos slime gain all the benefits of full concealment. Spawn (Su): Any creature slain by a Chaos slime is immediately turned into one within 2d4 rounds. A bless, remove curse, wish, miracle, or remove disease spell halts the transformation. Incorporeal (Su): Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently. Alert Presence (Su): It is impossible for any living physical creature to ignore the presence of a Chaos slime. All creatures within 100 ft. can feel the unnatural aura of the creature and are vaguely aware of its location. Feats: Chaos slime gain the Weapon Finesse (Incorporeal Touch) as a racial bonus.
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