Slime Maiden

Slime Maiden

Slime Maiden

13th AGE


The product of deranged alchemy; these intelligent shape-changers have learnt how to reproduce by producing baby gelatinous cubes. Worse - they can convert others into slime maidens.

Level 3 wrecker [Humanoid]

Initiative: +6

Short Sword and dagger +4 vs. AC10 damage

C: Glom +5 vs. AC (one nearby enemy)5 damage and the target is pulled into engagement with the slime maiden, and is stuck (save ends)

[special] Once per round as a free action when the slime maiden would be hit with an attack - if the slime maiden is engaged with a stuck enemy it can make the stuck enemy the target of the attack instead. An enemy can not be made the target of its own attack.

[special] The slime maiden can make the following attack against a stuck target that it is engaged with, provided it has no other engulfed enemy inside it already. Any conditions on an enemy end when it becomes engulfed.

Engulf +4 vs PDstunned (save ends). Until the target saves against stunned it is inside the slime maiden and moves when and where the monster moves, and damage done to the slime maiden is split evenly between the two creatures.

Each failed save: The engulfed victim takes 5 acid damage and the slime maiden heals 5 HP.

Protean: The slime maiden can flow along walls and ceilings as easily as it walks on the ground. It can slip between bars, under doors, or through keyholes. It can be as liquid or as rubbery as it needs to be - falls do not hurt it and it can not be easily imprisoned.

Nastier Specials

C: Alchemical Bomb +4 vs. PD (vs. 1d3 nearby enemies)20 damage (roll for type 1=thunder, 2=fire, 3=lightning, 4=acid). If the attack was only against 1 target the target is also hampered (save ends).

Miss: 10 damage (roll for type 1=thunder, 2=fire, 3=lightning, 4=acid)

AC 19

PD 17 HP 56

MD 13

 

PATHFINDER

Slime Maiden

CR 3

XP 800

N Medium aberration

Init +3; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 15, touch 13, flat-footed 12; (+3 Dex, +2 natural)

HP 18 (4d8); regeneration 3 (cold or fire)

Fort +1, Ref +4, Will +4

Defensive Abilities half damage from bludgeoning and piercing; Immune critical hits and precision damage, poison

Weaknesses vulnerable cold and fire, stunned by sonic damage

OFFENSE

Speed 30 ft

Melee 2 slam +6 (1d4+1 plus engulf)

Ranged Light Crossbow +6 (1d8)

Space 5 ft.; Reach 5 ft.

TACTICS

During Combat Slime maidens prefer hit-and-run tactics, ambushes, and traps to outright physical confrontation. Their preferred tactic is to lure enemies into a trap and then attack them from extreme distance with crossbows, then flee and hide. Their ability to regenerate allows them to wear enemies down over a series of short one-to-two round fights. Their clever use of guerrilla tactics and high individual intelligence makes them more dangerous than a much tougher foe would be in a stand-up fight.

Morale Slime maidens retreat anytime they feel they are at risk of serious harm so that they can regenerate their wounds. However, if they are threatened with fire or ice they quickly flee, making good use of their malleability to slip to places their attackers cannot follow.

STATISTICS

Str 12, Dex 16, Con 10, Int 8, Wis 10, Cha 14

Base Atk +3; CMB +6 (+10 grapple); CMD 17

Feats Weapon Finesse, Agile Maneuvers

Skills Craft (alchemy) +10, Perception +7, Stealth +10; Racial +4 Craft (alchemy)

SQ malleable, unusual biology

Languages Common

ECOLOGY

Environment Temperate Dungeons/Ruins & Underground

Organization solitary, gang (2–4), or mob (5-12)

Treasure standard (50% alchemical goods, light crossbow)

SPECIAL ABILITIES

Engulf (Ex) When a slime maiden hits a creature of her size or smaller with a slam attack she can attempt a grapple check as a free action. If she succeeds she oozes over her target and traps it in her body. The creature inside is grappled and cannot breath. The target can hold their breath as though they were under water or they start to suffocate. While a slime maiden has a creature engulfed, half of any damage dealt to her is dealt to the engulfed creature.Slime maidens have a +4 bonus to start and maintain grapples in this fashion. 

Malleable (Ex) A slime maiden can form into any solid shape imaginable (but can not form sharp edges), can slip between bars and under doors, and can travel along any solid surface that can support their weight. If they drop all equipment and 'flow' out of their clothing and armor they can hide in cracks in the ground. They return to their default form when unconscious.

Stunned by Sonic Damage (Ex) Sonic damage causes a slime maiden’s body to wobble and ripple uncontrollably, leaving them stunned for one round.

Unusual Biology (Ex) Slime maidens have no internal organs (or organs of any sort), don't need to breathe, and can consume any organic object. They have no organs to pierce, no bones to break, and arrows just stick in them and sink downwards. Because they lack vitals and their body will yield to most blows they are highly resistant to damage. They take half damage from piercing and bludgeoning attacks and are immune to critical hits and precision damage.

SAVAGE WORLDS

Abilities: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d4
Skills: Fighting d8, Notice d6, Shooting d6, Stealth d6, Throwing d6
Pace: 6, Parry: 6, Toughness: 5 (1)
Gear: Crossbow (Dmg 2d6 AP 2; Rng 15/30/60; ROF 1; Reload 1), Acid Bomb (Dmg 3d6, Medium Burst Template; Rng 5/10/20; ROF 1; Acid trapping).
Special Abilities:
* Construct: Constructs gain a +2 to recover from being Shaken. Constructs do not suffer additional damage from called shots. Constructs do not suffer from disease or poison.
* Engulf: As an action, when the Slime Maiden successfully hits on a natural attack with a Raise on the Fighting trait check, it will wrap a creature of Size +0 or smaller in its body. If the Slime Maiden is not removed from its victim or slain, the target begins to suffocate after a number of rounds equal of half its Vigor die type, as per the drowning rules. Attacks that hit an engulfing Slime Maiden deal half their damage to it and half to the trapped victim. The victim may attempt to escape on his action by getting a Raise on an opposed Strength roll.
* Fast Regeneration: Every round, the Slime Maiden can make a natural healing check. Slime Maidens cannot regenerate damage from fire-based and cold-based attacks.
* Natural Armor: Armor +1.
* Slime Form: As an action, the Slime Maiden can assume the form of any solid shape imaginable (although it will lack sharp edges) and flow through small cracks and holes. While in such a non-humanoid form, the Slime Maiden cannot attack, wear clothing and gear, or use any abilities or skills that require humanoid features.
* Weaknesses: The Slime Maiden takes double damage from fire-based and cold-based attacks, and does not heal any damage inflicted by either source.

SWORDS & WIZARDRY

Slime Maiden
Hit Dice/HP: 1d8+1 / 5hp
Armor Class: 9 [11]
Attacks: 2 fists (1d8/1d8)
Combat Movement: 40'
Special: Engulf, Grab & Slam, Gelatinous
Saving Throw: 15
Alignment: Neutrality
Challenge Level/XP: 3/120

Engulf: A slime maiden can attempt to engulf an enemy, so long as she does not currently have an enemy engulfed. That enemy must save vs. poison or be engulfed. While a slime maiden has an enemy engulfed, all damage done to her is split evenly (rounded down) between her and the engulfed creature. If she is not killed within 1d6 rounds, the engulfed creature will be fully absorbed into her mass and she will return to full hit points. Killing the slime maiden before this time expires frees the engulfed creature.

Grab & Slam: A slime maiden can make an overbearing attack against nearby enemies without moving. She still gains all bonuses for charging, even though she does not move.

Gelatinous: Slime maidens cannot be knocked prone. They are immune to the effects of acid, but are extra vulnerable (double damage) to heat and cold. Due to its semi-liquid form, slime maidens regain 2 hit points at the start of each round.

O.S.R.I.C. 

Slime Maiden
Frequency: Very Rare
No. Encountered: 1d8
Size: Medium
Combat Movement: 40'
Armor Class: 9
Hit Dice/HP: 1d8+1 / 5hp
Attacks: 2 fists
Damage: 1d8/1d8
Special Attacks: Engulf, Grab & Slam
Special Defenses: Gelatinous
Lair Probability: Nil
Intelligence: Average
Alignment: Chaotic Neutral
Level/XP: 3 / 110+2/hp

Engulf: A slime maiden can attempt to engulf an enemy, so long as she does not currently have an enemy engulfed. That enemy must save vs. poison or be engulfed. While a slime maiden has an enemy engulfed, all damage done to her is split evenly (rounded down) between her and the engulfed creature. If she is not killed within 1d6 rounds, the engulfed creature will be fully absorbed into her mass and she will return to full hit points. Killing the slime maiden before this time expires frees the engulfed creature.

Grab & Slam: A slime maiden can make an overbearing attack against nearby enemies without moving. She still gains all bonuses for charging, even though she does not move.

Gelatinous: Slime maidens cannot be knocked prone. They are immune to the effects of acid, but are extra vulnerable (double damage) to heat and cold. Due to its semi-liquid form, slime maidens regain 2 hit points at the start of each round.