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.
Shock troops for the alluvium, slime breakers make surprisingly little noise as they move despite being encased in full plate armor. The alchemically treated plates smoothly glide against one another, constantly greased by the anathema’s secretions. Some sections of the protection are replaced with plates of a sea-glass like gristle bestowed by an eldritch coagulant. The massive blade the slime breaker carries is crafted from the same grisly material. Not a trace of the soldier’s skin, or lack thereof, is exposed.
Sinkhole. At the center of a slime breaker's congealed core floats a shard of an eldritch coagulant's alien plasmoid. This necrotic font not only bolsters the shock troop's strength, but it also leeches off any mystical healing nearby. While this theft doesn't dampen the effectiveness of such spells foes quickly discover that healing their companions likewise stitches the slime breaker back together. Likewise, an alluvium colony will sometimes contract clerics during times of war, turning a squad of slime breakers into a truly frightening, relentless indeed.
Seaglass Blade. Constructed from an eldritch coagulant's foul 'skin' this greatsword appears to be made out of blue-green sea glass while being as hard as steel. However, light doesn't properly refract through the weapon as one might expect. Instead, the elegant weapon is filled with sediment. Within the cloudy mixture writhes an amorphous blot; an ensorcelled grey ooze. Whenever the slime breaker inflicts grievous harm on an enemy or slays it outright, a portion of the ooze weeps from the weapon and feeds off of the agony becoming a new creature.
Slime Breaker
Medium Humanoid, lawful evil
Str 16 Dex 10 Con 18 Int 13 Wis 12 Cha 10
Damage Immunities
acid
Senses darkvision 60ft, passive Perception 13
Amphibious
The slime breaker can breath both air and water.
Charge
If the slime breaker moves at least 20 ft. straight toward a target and then hits it with a seaglass sword Attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Sinkhole
Whenever a magic effect heals a creature within 30ft of the slime breaker the alluvium leeches off of that energy. The slime breaker regains 10 hit points immediately after the magic effect occurs..
Actions
Multiatack
The slime breaker makes two seaglass sword attacks.
Seaglass Sword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11(2d6+3) piercing damage. In addition, if a slime breaker reduces a creature to 0 hit points with this attack or scores a critical hit it spawns a grey ooze in that creature's square and under the slime breaker's command.
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