Skip to main content

Alluvium Slime Breaker




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

Armor Class 18 (platemail)

Hit Points 136 (16d8+64)

Speed 30ft

Str 16 Dex 10 Con 18 Int 13 Wis 12 Cha 10

Skills. Athletics +5, Perception +2

Damage Immunities acid

Damage Resistances slashing, cold

Condition Immunities exhaustion

Senses darkvision 60ft, passive Perception 13

Languages Common

Challenge 5 (1800 XP)

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.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned