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#puddle slime sr
nixii-sabre · 2 months
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Hello slimerancher community!!! (i say this after being in the community since the game came out)
Today I drew some random slimes, some of my personal favorites. For those of you who don't know what these slimes are... In Order: Pink Slime Phosphor Slime Water Slime Quantum Slime Lucky Slime Tarr Slime
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Lucky, Water, and Phosphor are three of my main favorites <3 Right alongside Honey Slime, which I may draw next time. Enjoy >w<
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revenant-coining · 1 year
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PuddleSRmelma
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[ID: a rectangular flag with 7 equally-sized horizontal lines. colors in this order from top to bottom: blue, lighter blue, light blue, dark grey, light blue, blue, darker blue. on with top line is 4 large dripping-like shapes, the same color as the line. on the second to top line is 4 small dripping-like shapes, the same color as the line. End ID]
PuddleSRmelma: a gendermelma subterm; a gender connected to Puddle Slimes from Slime Rancher and slime creatures, Puddle Slime slime creatures, being a Puddle Slime slime creature, etc.
Etymology: puddle, “SR” for slime rancher, melma
Pronounced: puddle S-R mel-ma (puddle SR melma)
@gamercod , @radiomogai , @oneofmanyarchives
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[ID: a divider of a line of waves with a light blue to darker blue gradient. End ID]
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xeylea · 2 years
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auroracore/soft blue puddle slime wallpapers for anon <3
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aueua · 2 years
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tiniest wub.wav
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skullzy20 · 4 years
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So I rediscovered my love for Slime Rancher
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bronzeflower · 6 years
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hi. i love puddle slimes. they’re so nice and cute and i love them so much
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slimeshots · 6 years
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thecreaturecodex · 3 years
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Asura Rana, Zargon
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Image by Wayne England, © Wizards of the Coast
[Commissioned by @tar-baphon. I already made statistics for Zargon at his previous canon levels of power a few months back, and was also commissioned to create a stronger, ascended version of the Invincible Tyrant. In so doing, I went back over the previous statistics and toned them down a bit. A +6 resistance bonus for a CR 18 creature is a little too much, even for a pseudo-god like Zargon.]
Asura Rana, Zargon CR 28 LE Outsider (extraplanar) This massive horror has a reptilian head with a single eye and a single horn. Its body is a column from which grow twenty four tentacles, twelve in the midsection that serve it like arms, and twelve at the base on which is drags itself. Slime oozes from its every surface, and it is covered in scars, tumors and other irregularities of the flesh that bubble and warp as it moves.
Zargon, Abomination of Creation, Devourer of the Depths, the Invincible Tyrant, the Returner Concerns acid, oozes, regeneration Domains Earth, Evil, Healing, Law Subdomains Caves, Growth*, Resurrection, Tyranny Worshipers alchemists, blights, despots Minions asuras, shoggoths, whelps of Zargon Unholy Symbol a spiral horn above a single eye Favored Weapon rapier Devotion Expose a living creature to acid and watch the reaction of its flesh for 1 hour. You may use yourself as this subject. Gain a +4 profane bonus to saves against acid effects. Boons 1: eruptive pustules 1/day; 2: fluid form 1/day; 3: true resurrection 1/day *clerics of Zargon can use the Growth subdomain to modify the Healing domain
Zargon the Returner is ancient even by the standards of the great asuras. He was the first and greatest spawn of one of the primal gods of creation. Names such as Abhoth and Sheol-Nugganoth are whispered as his parentage, and their true mistake was not destroying him when they had a chance. For Zargon can never truly die, and even if his horn is destroyed by volcanic heat, he will be reborn on another planet in another version of reality.
So say his worshipers, anyway. These statistics represent Zargon’s power at its height, when he ruled in Hell as an asura rana. Zargon’s weakness was uncovered by Geryon, and Asmodeus snapped the horn from his head and cast it into the Material Plane. Zargon’s ultimate goal is to return to Hell, reclaim his dominion and devour Geryon. This goal has been put off for eons, as Zargon enjoys the power he currently has too much to sacrifice it. Better to reign in the Material Plane, reshaping civilizations to his own cruel desires, than return to Hell and being forced to serve the Lords of Hell, or risk failure and total destruction. But if his power base is destroyed without slaying Zargon, he may be prompted to act, and the planes will tremble at the wrath of Zargon Ascendant.
Asura Rana, Zargon                        CR 28 XP 4,915,200 LE Huge outsider (asura, asura rana, evil, extraplanar, lawful) Init +8; Senses blindsense 120 ft., darkvision 60 ft., Perception +50, see in darkness, true seeing Aura true elusive (250 ft., DC 39) Defense AC 44, touch 26, flat-footed 39 (-2 size, +4 Dex, +1 dodge, +13 profane, +18 natural) hp 666 (36d10+468); regeneration 40 (deific or mythic) Fort +31, Ref +30, Will +38 DR 20/good and epic; Immune acid, charm and compulsion effects, disease, energy drain, petrifaction, poison, polymorph; Resist cold 20, electricity 30, fire 20; SR 39 Defensive Abilities blasphemous armor, freedom of movement, horn, improved rejuvenation Offense Speed 40 ft., swim 60 ft. Melee bite +47 (2d6+13/19-20 plus 6d6 acid plus disease), gore +47 (3d6+13), 12 tentacles +45 (1d6+6 plus grab) Space 15 ft.; Reach 15 ft. (20 ft. with tentacle) Special Attacks breath weapon (60 ft. cone, 18d12 acid plus disease, Ref DC 41, 1d4 rounds), constrict (tentacle, 1d6+19) Spell-like Abilities CL 28th, concentration +41 Constant—freedom of movement, true seeing At will—acid fog, cloudkill (DC 28), control ooze (DC 30), rusting grasp, transmute rock to mud (DC 28) 3/day—air walk, quickened chain lightning (DC 29), feeblemind (DC 28), empowered horrid wilting (DC 31), quickened heal (DC 29), mind fog (DC 29), summon asuras or oozes 1/day—control weather, dominate monster (DC 32), mass hold monster (DC 31), transmute blood to acid (DC 32), true resurrection, unholy aura (DC 31) Statistics Str 36, Dex 19, Con 36, Int 25, Wis 32, Cha 37 Base Atk +36; CMB +51 (+55 grapple); CMD 58 (78 vs. trip) Feats Blind-fight, Cleave, Combat Reflexes, Critical Focus, Dodge, Empower SLA (horrid wilting), Great Cleave, Improved Critical (bite), Improved Initiative, Multiattack, Nimble Moves, Power Attack, Quicken SLA (chain lightning, heal), Staggering Critical, Stand Still, Step Up, Stunning Critical Skills Bluff +52, Climb +52, Intimidate +52, Knowledge (arcana, religion) +43, Knowledge (dungeoneering, planes) +46, Linguistics +43, Perception +50, Sense Motive +50, Spellcraft +43, Stealth +35, Swim +60 Languages Aklo, Infernal, Undercommon, 36 others, telepathy 300 ft.          Ecology Environment any (Hell) Organization unique Treasure double standard Special Abilities Asura Rana Traits (Ex, Su and Sp) Zargon has the following traits:
Zargon can grant spells to its worshipers as if he were a deity.
Zargon’s natural weapons, as well as any weapons it wields, are treated as lawful, epic, and evil for the purpose of overcoming damage reduction.
Infernal Resurrection (Ex) Zargon rules an infernal domain. If he is slain, his body rapidly melts into corruption (leaving behind any gear he held or carried), his soul returns to a hidden location within his realm, and it is immediately restored to life (as true resurrection) at that location. Once this occurs, Zargon can’t use this ability again until a full year has passed, although he can use his improved rejuvenation. An asura rana that is slain again during this year or is killed by unusual methods (such as by a true deity or an artifact created for this purpose) is slain forever.
Immunity to ability damage, ability drain, charm effects, compulsion effects, death effects, energy drain, and petrification.
Regeneration (Ex) Only epic damage, or damage from a  creature of equal or greater power (such as an archdevil, deity, demon lord, or protean lord) interrupts Zargon’s regeneration.
Resistance to electricity 30
Summon Asuras and Oozes (Sp) Three times per day as a swift action, Zargon  can summon any asura or combination of asuras and oozes whose total  combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and counts as a 9th-level spell effect.
Telepathy 300 feet.
Blasphemous Armor (Su) Zargon gains a profane bonus to his Armor Class equal to his Charisma modifier. Control Ooze (Sp) This functions as a control undead spell, except that it is treated as being a transmutation effect and effects only creatures of the ooze type. This is the equivalent of a 7th level spell. Disease (Su) Zargon’s Slime; Bite or breath weapon—contact; save Fort DC 41; onset immediate; frequency 1/day; damage 1d6 Con drain and 1d6 Wisdom drain; cure none. A creature reduced to 0 Constitution while under the effects of this disease dies and is reduced to a puddle (and cannot be returned to life by any effect that requires an intact body). A creature reduced to 0 Wisdom while under the effects of this disease immediately transforms into a whelp of Zargon under Zargon’s control. The save DC is Constitution based. Horn (Ex) Zargon’s horn is the source of his protection, granting him a +6 resistance bonus on all saving throws and increasing his regeneration by 20 points/round. The horn can be cut free with a successful sunder attempt (hardness 15, DR 20/epic, hp 66), whereupon Zargon loses these abilities until he can reattach the horn as a full-round action. Improved Rejuvenation (Ex) If slain and his infernal resurrection has been used for the year, Zargon regrows from his horn in 1d4 days. If the horn is cast into a plane outside of Hell, he reforms in his lesser form. If the horn is cast into an active volcano, he is slain forever at this point. True Elusive Aura (Su) No divination spells or effects function within 250 feet of Zargon unless they are cast by a mythic or divine creature. Even then, the caster must succeed a DC 39 caster level check or the spell is lost.
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morbidmist · 7 years
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The only reason I would ever learn to mod a game is so I could make Puddle Slimes look like little sunny-side up eggs. 
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neekaxiv · 7 years
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Srs RP Only
(An excerpt from today’s RP event DM’ed by my wonderful husband @erioch I lost the dice roll, and Neeka suffered for it.)
To the far west there was a fairly large building with the words 'Kraft Korner' written in a way to emulate a child's script along its side. From within the building, a loud, avian honk sounded forth along with some scattered debris falling about inside. Finally, Neeka would feel something utterly and direly slime start to wrap around her left leg. Looking down, it would appear that a bright green slime had extended two 'arms' with which to give the woman's leg a hug, the resulting effect feeling as though she were sticking her leg in warm tapioca pudding.
Neeka let out a shriek before suddenly shake her leg violently to try and get the overly huggy slime off of her. "GET IT OFF IT'S RUINING MY BOOTS."
Upon being violently shaken free, the little slime bounced along the ground before landing in a wobbly puddle. Eventually the goop pulled itself together and, looking as dejected as a featureless slime could, slowly started to ooze away from Neeka and her rejection.
“Don’t go looking so fuckin’ upset, y’can’t just go walkin’ up to people an’ touchin’ them without permission.” She muttered before walking over towards the slime and picking it up as best she could - there goes that jacket. “Which one are you? Archibald? Come on now, it’s time to go back to your home.” She wrinkled her nose, clearly disgusted as she stomped off towards one of the cages.
The slime, Archibald, seemed to indeed accept Neeka’s apology and allowed itself to be picked up, its form staying congealed just long enough to be hugged against her chest. Once it realized its affection was being returned the two goopy appendages appeared again and wrapped about the woman’s neck. And hair. And back. Just…there’s slime hugs all over her.
The look on Neeka’s face was one of absolute horror as she was thoroughly invaded by slimy hands that were just a little too huggy for her liking. “Okay Archibald, you need to let go now. I have to go find the rest of your friends before they get hurt.” Once the slime had eventually let go of the woman she closed the cage that had obviously been designed to keep a slime inside before stalking off to find the next animal.
Archibald sent a wet, sticky, *schluck* through the air as it pried itself free from hugging Neeka. The tiny slime appendage waved goodbye to the Dragoon as she closed the door to its pen, a sign reading ‘Putrificus’ showcasing its stage name.
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thecreaturecodex · 3 years
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Zargon
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Image by Jim Holloway, accessed at Power Score here
[Commissioned by @tar-baphon. Another retro D&D villain, only I got commissioned for this one. Zargon first appeared in the basic D&D module The Lost City, and reappeared as one of the Elder Evils in the late 3.5 book of the same name. This statblock is based off of the Elder Evils one, although toned down somewhat, and advanced from CR 16 to 18 despite it. In that book, Zargon was a deposed Ancient Baatorian, introduced in Planescape. Since the asuras fill a similar role in Pathfinder RPG (being the dispossessed inhabitants of Hell driven to the margins by devils, although they currently have a more peaceful coexistence), I figured that a former asura would be a good fit. The commissioner also requested a “full power” Zargon to reflect his former glory, so that is forthcoming.]
Zargon CR 18 LE Outsider (native) This massive horror has a reptilian head with a single eye and a single horn. Its body is a column from which grow twelve tentacles, six in the midsection that serve it like arms, and six at the base on which is drags itself. Slime oozes from its every surface, and it is covered in scars, tumors and other irregularities of the flesh that bubble and warp as it moves.
Zargon the Returner is a testimony to corruption, a cursed being that constantly regrows his broken body from slime and ooze. He is worshipped as a god in the deep parts of the earth, and delights in keeping his vassals drugged and distracted, the better to eliminate pesky thoughts from their heads. From his body seep vile liquids, and his touch infects the living with a disease that turns them into gelatinous parodies of their former form. He commands oozes of all kinds.
In combat, Zargon is a terror, mixing blasts of acidic bile with devastating physical attacks. If he faces a party, he usually summons whelps to his side in order to distract enemies, and blankets the battlefield in area of effect spells to soften his foes up. Zargon trusts to his incredible regeneration to protect him from harm. Only by severing his horn does he lose these healing properties, and only by dropping the horn into magma can he be permanently slain. Zargon guards knowledge of his weakness carefully.
In the distant past, Zargon ranked among the most powerful of the asura ranas, divine mistakes who ruled Hell before the devils. When Asmodeus descended into Hell and claimed it as his own, Geryon betrayed Zargon and gave Asmodeus knowledge of the weakness of the Returner’s horn. Asmodeus snapped the horn from Zargon’s head and hurled it into the Material Plane. Zargon spent millennia regrowing from this insult, and only has been able to sustain a body in this weaker form. If he can somehow return to Hell and unlock the blasphemous mysteries still hidden in Stygia, he can reclaim something of his former glory. But for now, Zargon is content to remain indolent, basking in the worship of mortals and distantly dreaming of revenge.
Zargon           CR 18 XP 153,600 LE Huge outsider (evil, law, native) Init +6; Senses blindsense 120 ft., darkvision 60 ft., Perception +29, true seeing Defense AC 32, touch 21, flat-footed 30 (-2 size, +2 Dex, +11 profane, +11 natural) hp 297 (18d10+198); regeneration 20 (cold and fire) Fort +20, Ref +16, Will +23 DR 15/epic; Immune acid, charm and compulsion effects, disease, energy drain, petrifaction, poison, polymorph; Resist cold 20, fire 20; SR 29 (34 vs. divinations) Defensive Abilities blasphemous armor, freedom of movement, horn, rejuvenation; Weakness anchored Offense Speed 40 ft., swim 60 ft. Melee bite +27 (2d6+11/19-20 plus 3d6 acid plus disease), gore +27 (3d6+11), 6 tentacles +25 (1d6+5 plus grab) Space 15 ft.; Reach 15 ft. (20 ft. with tentacles) Special Attacks breath weapon (60 foot cone, 9d12 acid plus disease, Ref DC 30), constrict (tentacle, 1d6+16) Spell-like Abilities CL 18th, concentration +29 Constant—freedom of movement, nondetection, true seeing At will—magic circle vs. good (DC 24), rusting grasp, transmute rock to mud (DC 26) 3/day— acid fog, cloudkill (DC 26), control ooze (DC 28), feeblemind (DC 26), quickened lightning bolt (DC 24) 1/day—control weather, heal (DC 27), horrid wilting (DC 29), mind fog (DC 26), summon (2 whelps of Zargon, 100%, 8th level) Statistics Str 32, Dex 15, Con 32, Int 21, Wis 28, Cha 33 Base Atk +18; CMB +31 (+35 grapple); CMD 43 Feats Cleave, Critical Focus, Great Cleave, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Quicken SLA (lightning bolt), Staggering Critical Skills Climb +30, Intimidate +30, Knowledge (arcana, religion) +22, Knowledge (dungeoneering, planes) +25, Linguistics +21, Perception +29, Sense Motive +28, Spellcraft +21, Stealth +14, Swim +38 Languages Aklo, Infernal, Undercommon, 16 others, telepathy 300 ft. SQ divine source Ecology Environment underground Organization unique Treasure double standard Special Abilities Anchored (Ex) As a result of Asmodeus’ curse, Zargon cannot teleport or engage in any form of planar travel. No spell or effect can remove this ability short of a miracle or wish. Blasphemous Armor (Su) Zargon gains a profane bonus to his Armor Class equal to his Charisma modifier. Control Ooze (Sp) This functions as a control undead spell, except that it is treated as being a transmutation effect and effects only creatures of the ooze type. This is the equivalent of a 7th level spell. Disease (Su) Zargon’s Slime; Bite or breath weapon—contact; save Fort DC 30; onset immediate; frequency 1/day; damage 1d6 Con drain and 1d6 Wisdom drain; cure none. A creature reduced to 0 Constitution while under the effects of this disease dies and is reduced to a puddle (and cannot be returned to life by any effect that requires an intact body). A creature reduced to 0 Wisdom while under the effects of this disease immediately transforms into a whelp of Zargon under Zargon’s control. The save DC is Constitution based. Divine Source (Ex) Zargon can grant divine spells of up to 6th level. He can grant spells from the Earth, Evil, Healing and Law domains, but no subdomains. Horn (Ex) Zargon’s horn is the source of his protection, granting him regeneration 20 and a +3 resistance bonus on all saving throws. The horn can be cut free with a successful sunder attempt (hardness 15, DR 15/epic, hp 29), whereupon Zargon loses these abilities until he can reattach the horn as a full-round action. Rejuvenation (Ex) Zargon regrows from his horn when slain, returning to life 1d4 days after death. The only way to stop this is to cast the horn into an active volcano before Zargon returns to life.
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thecreaturecodex · 3 years
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Daemon, Sordesdaemon
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Image © Paizo Publishing, accessed at Archives of Nethys here
[Commissioned by @justicegundam82, converted from Pathfinder 2nd Edition. This commission hews pretty close to the 2e version, although I opened its SLAs up a bit and reconfigured things so the mechanics work in 1e. I also gave it a swim speed--it seems weird for a monster that hangs out in sewers and pollutes water to be able to climb but not swim. It was the commissioner’s request that I tie it to Hexxus, the Daemonic Harbinger I have already statted up based on Ferngully: The Last Rainforest. I’m always down for some synergy.
In case you were wondering, “sordes” is Latin for filth or scum. It is used as the generic name for Sordes pilosus, the first pterosaur described with a fuzzy coat. In medicine, sordes refers to a black crust that forms on the gums, lips and teeth of people suffering from chronic fevers. Fun!]
Daemon, Sordesdaemon CR 15 NE Outsider (extraplanar) This humanoid creature stands half again as tall as a man, and is nearly as large around. Its body appears swollen with strange fluids that roil beneath the surface, and its broken horns ooze a green slime.
Sordesdaemons are sometimes called “filth demons” by laypersons; they represent death by pollution. A sordesdaemon is more patient than the typical daemon, as pollution requires time to kill. They sometimes allow themselves to be summoned to the Material Plane to act as tutors for alchemical secrets. They know many ways to despoil an environment, and happily pass on new ideas or inventions into the mortal world to accelerate this process. When on the Material Plane, they prefer to spend time in toxic environments, such as sewers, garbage dumps, manure lagoons or mine tailings.
Although sordesdaemons are willing to postpone violence in pursuit of a goal, they nevertheless love it. They typically open combat with their breath weapon, spewing acidic filth on enemies before wading in with their fists and horns. The very presence of a sordesdaemon spoils mundane food and magical potions alike, and they enjoy fighting alchemists, investigators or others that rely on extracts for their martial prowess. The ooze from their horns spreads a creeping corruption, causing its victims to melt into infectious sludge. Sordesdaemons rarely fight to the death, preferring to escape and spread their contamination elsewhere.
Sordesdaemons are young in the eyes of Abaddon, and they cooperate well with all of the Horsemen and their goals. After all, a mortal weakened by pollution can die more easily from a thousand other deaths. Their true goal, however, is to elevate their creator, the daemonic harbinger Hexxus, to the rank of full Horseman. Some plan to do this through the assassination of another Horseman, whereas others hope to corrupt the remains of the Oinodaemon in hopes of getting it to seep more power, or even to pollute another plane to merge with Abaddon.
Sordesdaemon        CR 15 XP 51,200 NE Large outsider (daemon, evil, extraplanar) Init +7; Senses darkvision 60 ft., detect good, detect magic, Perception +23 Aura miasma (30 ft., Fort DC 26) Defense AC 30, touch 12, flat-footed 27 (-1 size, +3 Dex, +18 natural) hp 217 (15d10+135) Fort +14, Ref +14, Will +14 DR 15/good; Immune acid, death effects, disease, poison, sickened and nausea effects; Resist cold 10, electricity 10, fire 10; SR 26 Defensive Abilities fortification (50%) Offense Speed 30 ft., climb 20 ft., swim 20 ft. Melee 2 slams +22 (2d6+8 plus 2d6 evil), gore +22 (2d8+9 plus pollution infusion) Space 10 ft.; Reach 10 ft. (15 ft. with slam) Special Attacks breath weapon (30 ft. cone, 8d6 acid and 8d6 typeless, Reflex DC 26, 1d4 rounds), unholy strikes Spell-like Abilities CL 15th, concentration +20 Constant—detect good, detect magic At will—cloudkill (DC 20), greater teleport (self plus 50 lbs. goods only) 3/day—dispel good (DC 20), quickened eruptive pustules (DC 18), greater dispel magic, mass fester (DC 21) 1/day—horrid wilting (DC 23), summon (2 piscodaemons, 50%, level 6th), transmute blood to acid (DC 24) Statistics Str 27, Dex 17, Con 29, Int 22, Wis 20, Cha 20 Base Atk +15; CMB +24 (+28 disarm); CMD 37 (39 vs. disarm) Feats Blind-fight, Combat Expertise, Combat Reflexes, Greater Disarm, Improved Disarm, Improved Initiative, Lightning Reflexes, Quicken SLA (eruptive pustules) Skills Climb +16, Craft (alchemy) +24, Heal +23, Intimidate +23, Knowledge (arcana, dungeoneering, engineering) +21, Knowledge (planes, religion) +24, Perception +23, Spellcraft +21, Stealth +17, Survival +23, Swim +16 Languages Abyssal, Aquan, Common, Draconic, Infernal, telepathy 100 ft. SQ improved swift alchemy Ecology Environment any land or underground (Abaddon) Organization solitary, pair or workshop (3-6) Treasure standard Special Abilities Improved Swift Alchemy (Ex) A sordesdaemon can craft alchemical items in half the time, and apply poison to a weapon as a swift action. It never runs the risk of wasting a dose of poison. Miasma (Su) A sordesdaemon emits a supernatural stench in a 30 foot radius. All creatures in the aura must succeed a DC 26 Fortitude save or be sickened for 1 day. A creature that succeeds this save is still sickened for 1d4 rounds, but is then immune to the miasma of that sordesdaemon for the next 24 hours. All unattended food, water, potions or other edibles become contaminated and useless automatically—such items that are held are unspoiled if the creature carrying them succeeds a DC 26 Fortitude save. A creature with the plant type or water subtype can still be affected by this ability even though it is a poison effect, and any such creature that fails this save is staggered as long as they remain sickened. The save DC is Constitution based. A sordesdaemon can turn off or activate this aura as an immediate action. This is a poison effect. Pollution Infusion (Su) Curse, disease; gore—injury; save Fort DC 23; onset immediate; frequency 1/day; damage 1d6 Con drain and stench; cure magic only. A creature that has taken Con drain from pollution infusion emits a 10 foot radius of stench, as per the universal monster rule, using the disease’s DC. A creature suffering from pollution infusion cannot heal any ability damage while the curse is in effect, and a successful remove curse or similar magic must be used before the disease can be cured. A creature reduced to 0 Con dissolves into a puddle of stinking sludge—this sludge can transmit the pollution infusion if ingested or exposed to an open wound. The save DC is Charisma based. Unholy Strikes (Su) A sordesdaemon’s slam attacks deal +2d6 damage to non-evil opponents, as if they were unholy weapons.
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thecreaturecodex · 3 years
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Whelp of Zargon
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Detail of “Slime” © YongMin Kim, accessed at his ArtStation page here
[Commissioned by @tar-baphon. From the late 3.5 book Elder Evils. And yes, this does mean that Zargon the Returner himself is forthcoming. Keep an eye out!]
Whelp of Zargon CR 12 NE Ooze This creature looks as if it was once humanoid, but has been broken down into a clot of slime. Its bones are visible in places through its translucent membrane, but its lower half is merely an amorphous clot.
A whelp of Zargon is a terrible ooze creature created by the blasphemous touch of the exiled asura Zargon the Returner. These monsters resemble the creatures they once were, and those that get too close can see horrific vestiges of their original facial features and distinguishing marks. As a consequence of their partial skeletons and other features, however, critical hits do function against these monsters, as the bones shattering within them can tear more tissue.
Whelps of Zargon are almost as unkillable as their master, and cold or fire damage is required to destroy them. As such, they avoid extremes of temperature, preferring the cool darkness of caverns and caves. Although they are most common in lands controlled by Zargon and his cult, they are not exclusive there. The touch of a whelp of Zargon is infection, transforming the body into seeping slime, and some unfortunates have traveled great distances before succumbing to the metamorphosis.
The statistics below refer to a typical whelp of Zargon, created from a Medium creature. Use the young or giant templates to create larger or smaller whelps.
Whelp of Zargon     CR 12 XP 19,200 NE Medium ooze Init +4; Senses blindsight 60 ft., blind, Perception -5 Defense AC 25, touch 25, flat-footed 25 (+15 profane) hp 157 (15d8+90); regeneration 5 (cold, fire) Fort +15, Ref +9, Will +4 DR 10/good; Immune acid, gaze attacks, mind-influencing effects, ooze traits, visual spells and effects; SR 23 Defensive Abilities acid sheath, blasphemous protection, fortification (50%); Weakness chunky Offense Speed 30 ft., swim 30 ft. Melee slam +20 (2d6+13 plus 2d6 acid plus disease) Special Attacks constrict (2d6+13 plus 2d6 acid), horrific resemblance Statistics Str 28, Dex 10, Con 23, Int -, Wis 1, Cha 18 Base Atk +11; CMB +20 (+24 grab); CMD 30 (cannot be tripped) Feats Improved Initiative (B) Skills Swim +17 Ecology Environment any temperate or underground Organization solitary, pair, clot (3-6) or blockage (7-12) Treasure none Special Abilities Acid Sheath (Ex) A whelp of Zargon is made of acidic slime that corrodes flesh. Any creature that strikes a whelp of Zargon with a touch attack, unarmed strike or natural weapon, or that is grappling a whelp of Zargon, takes 2d6 points of acid damage. Creatures made of metal or stone do not take this extra damage. Blasphemous Protection (Su) A whelp of Zargon gains a profane bonus to its Armor Class equal to its Hit Dice, and a resistance bonus on all saving throws equal to its Charisma modifier. Chunky (Ex) Because of its solid pieces, a whelp of Zargon is not immune to critical hits or sneak attacks in the same way as other oozes. It gains fortification (50%) instead. Disease (Su) Zargon’s Slime; Slam—contact; save Fort DC 23; onset immediate; frequency 1/day; damage 1d6 Con drain and 1d6 Wisdom drain; cure none. A creature reduced to 0 Constitution while under the effects of this disease dies and is reduced to a puddle (and cannot be returned to life by any effect that requires an intact body). A creature reduced to 0 Wisdom while under the effects of this disease immediately transforms into a whelp of Zargon. The save DC is Constitution based. Horrific Resemblance (Ex) Creatures within 5 feet of a whelp of Zargon must succeed a DC 21 Will save each round they can see the whelp or be stunned for 1 round. A creature that knew the creature that the whelp of Zargon was originally takes a -4 penalty to this role. This can be avoided by averting their gaze, as per a gaze attack. A creature that successfully saves is immune to the horrific resemblance of that whelp of Zargon for the next 24 hours. This is a mind-influencing fear effect, and the save DC is Charisma based.
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