Now a slime in the shape of a human an alluvium looks like it should fall apart at any moment. Beneath translucent skin a few connecting strands of grey muscle amid sea glass colored bones flex and twitch whenever the thing moves. Bloodshot eyes are held in place by piercing bone spurs with a thin film of ooze over them to keep from drying out. Intestines writhe below the organs like an agitated jellyfish. The rest of the semi-solid gel where meat once was resembles murky water. Patches of cilia sprout from the surface on the creature’s shoulders and sides, drinking in strange sensory data.
The silt guard wears a burnished breastplate under a slick, leather greatcoat. While it wears armored boots and gloves the alluvium’s midsection is bare, displaying its gruesome core. It wears a helmet that includes a stylized half-mask with overly-exaggerated cheeks nose. In battle, a silt guard uses a pike of black iron and acid scorched wood. The creature can spit acid on command and under duress vomit a conical stream.
Silt Guard
Medium Humanoid, neutral evil
Str 16 Dex 10 Con 14 Int 10 Wis 11 Cha 8
Damage Immunities
acid
Senses
darkvision 60ft, passive Perception 12
Amphibious.
The silt guard can breath both air and water.
Actions
Multiattack.
The silt guard makes two pike attacks as one action.
Pike.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7(1d8+3) piercing damage.
Spit Acid.
Ranged Weapon Attack: +3 to hit, reach 15/30 ft., one target. Hit: 6(1d10+1) acid damage.
Ooze Spew (Recharge 6).
All creatures within a 15-foot cone must make a DC 12 Con saving throw or take 21 (6d6) acid damage on a failed save, half-damage on a successful save. .
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