ウーズ(粘体) Ooze
出典 Monster Core 256ページ
ねばねば、カビ、その他のウーズは、暗いダンジョンや影の多い森に生息している。彼らは必ずしも邪悪な存在ではないが、巨大化し、食欲旺盛なものもいる。
ねばねば、カビ、その他のウーズは、暗いダンジョンや影の多い森に生息している。彼らは必ずしも邪悪な存在ではないが、巨大化し、食欲旺盛なものもいる。
スーアー・ウーズ Sewer Ooze
These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small.
“知識の想起”――粘体(〈伝承学〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
“知識の想起”――粘体(〈伝承学〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
スーアー・ウーズ Sewer Ooze クリーチャー1
中型 精神なし 粘体
出典 Monster Core 256ページ
知覚+3;motion sense(明瞭)60フィート、視覚なし
技能 〈隠密〉+1 (+4 in sewers)
【筋】+2、【敏】-5、【耐】+4、【知】-5、【判】±0、【魅】-5
Motion Sense/Motion Sense A sewer ooze can feel nearby motion through vibration and air movement.
知覚+3;motion sense(明瞭)60フィート、視覚なし
技能 〈隠密〉+1 (+4 in sewers)
【筋】+2、【敏】-5、【耐】+4、【知】-5、【判】±0、【魅】-5
Motion Sense/Motion Sense A sewer ooze can feel nearby motion through vibration and air movement.
移動速度 10フィート
近接 [one-action] 仮足 +9[+4/-1]、ダメージ 1d6+1[殴打]、加えて1d4[強酸]
Filth Wave/Filth Wave [one-action] 頻度 1分1回;効果 The sewer ooze unleashes a wave of filth, covering all creatures in a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save or take 1d4 acid damage and take a –10-foot penalty to its Speeds for 1分 (on a critical failure, the creature also falls prone). A creature can spend an Interact action to clean someone off, decreasing the Speed penalty by 5フィート with each action.
近接 [one-action] 仮足 +9[+4/-1]、ダメージ 1d6+1[殴打]、加えて1d4[強酸]
Filth Wave/Filth Wave [one-action] 頻度 1分1回;効果 The sewer ooze unleashes a wave of filth, covering all creatures in a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save or take 1d4 acid damage and take a –10-foot penalty to its Speeds for 1分 (on a critical failure, the creature also falls prone). A creature can spend an Interact action to clean someone off, decreasing the Speed penalty by 5フィート with each action.
ストリング・スライム String Slime
Found underground or in dungeons, these quivering, slug-like ropes of slime continuously scour their domain for food. In addition to their shape, they are named for their ability to shoot out expanding ribbons of slime that resemble tangled strings.
“知識の想起”――粘体(〈伝承学〉) : DC 18
一般的な知識 : DC 16
専門知識 : DC 13
“知識の想起”――粘体(〈伝承学〉) : DC 18
一般的な知識 : DC 16
専門知識 : DC 13
ストリング・スライム String Slime クリーチャー3
大型 精神なし 粘体
出典 Monster Core 256ページ
知覚+5;motion sense(明瞭)60フィート、視覚なし
技能 〈運動〉+11 (+13 to Shove)
【筋】+4、【敏】-5、【耐】+5、【知】-5、【判】±0、【魅】-5
Motion Sense/Motion Sense A string slime can feel nearby motion through vibration and air movement.
知覚+5;motion sense(明瞭)60フィート、視覚なし
技能 〈運動〉+11 (+13 to Shove)
【筋】+4、【敏】-5、【耐】+5、【知】-5、【判】±0、【魅】-5
Motion Sense/Motion Sense A string slime can feel nearby motion through vibration and air movement.
AC 10;頑健+12、反応 ±0、意志+5
HP 90;完全耐性 [強酸]、[出血]、クリティカル・ヒット、[精神]、[精密]、[斬撃]、気絶状態、視覚
Split/Split Whenever a string slime would take slashing damage (if it weren't immune) and has at least 10 HP、it splits into two identical slimes with half the original's HP. One string slime is in the same space as the original、and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied、move smaller creatures and objects out of the way to make a space or the split is canceled at the GM's discretion.
HP 90;完全耐性 [強酸]、[出血]、クリティカル・ヒット、[精神]、[精密]、[斬撃]、気絶状態、視覚
Split/Split Whenever a string slime would take slashing damage (if it weren't immune) and has at least 10 HP、it splits into two identical slimes with half the original's HP. One string slime is in the same space as the original、and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied、move smaller creatures and objects out of the way to make a space or the split is canceled at the GM's discretion.
移動速度 20フィート
近接 [one-action] 仮足 +11[+6/+1]、ダメージ 1d8+4[殴打]、加えて1d6[強酸]
Tag Team/Tag Team [two-actions] 必要条件 another string slime is within 30フィート;効果 The slime arcs protoplasm to the other string slime. Creatures in that line take 3d6 acid damage with a DC 16 basicReflex save. A creature that fails its save is also knocked prone .
Weak Acid/Weak Acid A string slime's acid damages only organic material—not metal, stone, or other inorganic substances.
近接 [one-action] 仮足 +11[+6/+1]、ダメージ 1d8+4[殴打]、加えて1d6[強酸]
Tag Team/Tag Team [two-actions] 必要条件 another string slime is within 30フィート;効果 The slime arcs protoplasm to the other string slime. Creatures in that line take 3d6 acid damage with a DC 16 basicReflex save. A creature that fails its save is also knocked prone .
Weak Acid/Weak Acid A string slime's acid damages only organic material—not metal, stone, or other inorganic substances.
トゥーム・ジェリー Tomb Jelly
Tomb jellies are animate masses of protoplasm with a sickly combination of yellow, gray, and black hues. Their acidic bodies dissolve flesh but leave other materials, including a victim's gear and bones, intact. Some ancient cultures entombed bodies in stone sarcophagi with tomb jellies to allow the ooze to break down the flesh and clean and polish the bones.
“知識の想起”――粘体(〈伝承学〉) : DC 20
一般的な知識 : DC 18
専門知識 : DC 15
“知識の想起”――粘体(〈伝承学〉) : DC 20
一般的な知識 : DC 18
専門知識 : DC 15
トゥーム・ジェリー Tomb Jelly クリーチャー5
大型 精神なし 粘体
出典 Monster Core 257ページ
知覚+7;motion sense(明瞭)60フィート、視覚なし
技能 〈運動〉+13
【筋】+6、【敏】-5、【耐】+6、【知】-5、【判】±0、【魅】-5
Motion Sense/Motion Sense A tomb jelly can feel nearby motion through vibration and air movement.
知覚+7;motion sense(明瞭)60フィート、視覚なし
技能 〈運動〉+13
【筋】+6、【敏】-5、【耐】+6、【知】-5、【判】±0、【魅】-5
Motion Sense/Motion Sense A tomb jelly can feel nearby motion through vibration and air movement.
移動速度 15フィート、登攀10フィート
近接 [one-action] 仮足 +15[+10/+5]、ダメージ 1d8+6[殴打]、加えて1d6[強酸] and tomb curse
Bound in Death/Bound in Death [one-action] (治癒、虚無) The tomb jelly splatters some of its substance on a willing undead creature within its reach. The target regains 5 HP and its melee Strikes get the benefits of tomb curse until the end of its next turn.
Flesh-dissolving Acid/Flesh-dissolving Acid A tomb jelly's acid damages only flesh.
Tomb Curse/Tomb Curse (呪い、信仰、虚無) A creature hit by a tomb jelly's pseudopod takes 1d6 persistent void damage. If the creature dies while it has this persistent damage, its corpse is affected by peaceful rest , except the tomb jelly can still dissolve its flesh.
近接 [one-action] 仮足 +15[+10/+5]、ダメージ 1d8+6[殴打]、加えて1d6[強酸] and tomb curse
Bound in Death/Bound in Death [one-action] (治癒、虚無) The tomb jelly splatters some of its substance on a willing undead creature within its reach. The target regains 5 HP and its melee Strikes get the benefits of tomb curse until the end of its next turn.
Flesh-dissolving Acid/Flesh-dissolving Acid A tomb jelly's acid damages only flesh.
Tomb Curse/Tomb Curse (呪い、信仰、虚無) A creature hit by a tomb jelly's pseudopod takes 1d6 persistent void damage. If the creature dies while it has this persistent damage, its corpse is affected by peaceful rest , except the tomb jelly can still dissolve its flesh.
リヴィング・タール Living Tar
Most often found belowground, these oozes scour caves for objects to dissolve with their corrosive secretions. These sticky masses are often filled with bones, fossils, and discarded weaponry from adventurers.
“知識の想起”――粘体(〈伝承学〉) : DC 23
一般的な知識 : DC 21
専門知識 : DC 18
“知識の想起”――粘体(〈伝承学〉) : DC 23
一般的な知識 : DC 21
専門知識 : DC 18
リヴィング・タール Living Tar クリーチャー7
超大型 精神なし 粘体
出典 Monster Core 257ページ
知覚+9;motion sense(明瞭)60フィート、視覚なし
技能 〈運動〉+18
【筋】+7、【敏】-5、【耐】+7、【知】-5、【判】±0、【魅】-5
Motion Sense/Motion Sense A living tar can feel nearby motion through vibration and air movement.
知覚+9;motion sense(明瞭)60フィート、視覚なし
技能 〈運動〉+18
【筋】+7、【敏】-5、【耐】+7、【知】-5、【判】±0、【魅】-5
Motion Sense/Motion Sense A living tar can feel nearby motion through vibration and air movement.
AC 14;頑健+18、反応+6、意志+11
HP 165;完全耐性 [強酸]、[出血]、[殴打]、クリティカル・ヒット、[精神]、[精密]、気絶状態、視覚
Adhesive Mass/Adhesive Mass A weapon that hits the living tar is stuck to the ooze. Removing it requires a successful DC 23 Athleticscheck to Break Open . The living tar can have any number of objects or creatures stuck to it at a time. It can release a stuck object with an Interact action、and the adhesive dissolves 1分 after the ooze dies、releasing all stuck objects and creatures.
HP 165;完全耐性 [強酸]、[出血]、[殴打]、クリティカル・ヒット、[精神]、[精密]、気絶状態、視覚
Adhesive Mass/Adhesive Mass A weapon that hits the living tar is stuck to the ooze. Removing it requires a successful DC 23 Athleticscheck to Break Open . The living tar can have any number of objects or creatures stuck to it at a time. It can release a stuck object with an Interact action、and the adhesive dissolves 1分 after the ooze dies、releasing all stuck objects and creatures.