Slime Ghoul
| Statistic | Value |
|---|---|
| Size/Type | Medium Undead |
| Hit Dice | 3d12+3 (22 hp) |
| Initiative | -1 |
| Speed | 30 ft. (6 squares) |
| Armor Class | 9 (-1 Dex), touch 9, flat-footed 9 |
| Base Attack/Grapple | +1/+3 |
| Attack | Slam +4 melee (1d4+2 plus 1d3 acid) |
| Full Attack | Slam +4 melee (1d4+2 plus 1d3 acid) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Ghoul fever, nausea |
| Special Qualities | Darkvision 60 ft., damage reduction 5/slashing, immunity to polymorph, ooze, undead traits, +2 turn resistance |
| Saves | Fort +1, Ref +0, Will +5 |
| Abilities | Str 14, Dex 8, Con ―, Int 12, Wis 15, Cha 12 |
| Skills | Climb +7, Hide +5, Move Silently +4*, Search +4, Spot +8, Swim +7 |
| Feats | Toughness, Weapon Focus (slam) |
| Environment | Cold marshes |
| Organization | Solitary, gang (2–4), or pack (7–12) |
| Challenge Rating | 2 |
| Treasure | None |
| Alignment | Always chaotic evil |
| Advancement | 4 HD (Medium) |
| Level Adjustment | ― |
Description
This loathsome beast is humanoid in shape, but has slimy, rotting green flesh hanging from clearly visible bones. It's snarling mouth is filled with blackened fangs, and the slick hide is free of hairs. Its ravenous eyes almost glow with rage within their sagging sockets.
Under certain unusual circumstances, a cadaver can decay in such a manner that it possesses a gelatinous, slimy composition. This is particularly so in swampy areas, but it can also occur in other humid environments such as an underwater cave. If the body rises in the form of an undead, it gains certain ooze-like properties that can make it an even more formidable foe. The slime ghoul is one such undead, perhaps the most common of its type.
The slime ghoul appears much like a typical ghoul, although it will typically be darker and more green-hued. The flesh has a slick, unwholesome appearance, as though drawn up through the viscous slime sometimes found floating near the top of a stagnant pond. While it has a skeletal structure, the bones have become pliable and rubbery.
The slime ghoul can not be created or summoned through magical means. It is a purely natural manifestation, if such can be said of any undead.
Combat
Slime ghouls try to attack with surprise on their side whenever possible. They lack the hard claws of a ghoul, and instead attack with a wet-sounding slam that leaves a nauseating stench lingering in the air.
Nausea (Ex): Those hit by a slime ghoul's slam attack must succeed on a DC 12 Fortitude save or be nauseated for 1d4+1 rounds. The save DC is Charisma-based.
Ooze (Ex): As a standard action, a slime ghoul can squeeze its body under a door or through a crack, advancing a maximum of 5 feet.
Skills: *A slime ghouls has a +4 racial bonus on Move Silently checks in water or marshy areas.
Also in this section of the source
Squll
| Statistic | Value |
|---|---|
| Size/Type | Medium Outsider |
| Hit Dice | 12d8 (54 hp) |
| Initiative | +7 |
| Speed | 30 ft. (6 squares), climb 20 ft. |
| Armor Class | 20 (+3 Dex, +4 natural, +3 +1 glamered leather armor), touch 13, flat-footed 16 |
| Base Attack/Grapple | +12/+12 |
| Attack | +1 vicious returning dagger +13 melee (1d4+1/19–20 plus 2d6*); or +1 vicious returning dagger +16 ranged (1d4+1/19–20 plus 2d6*); or masterwork dagger +16 ranged (1d4/19–20) |
| Full Attack | +1 vicious returning dagger +13/+8 melee (1d4+1/19-20 plus 2d6*); or +1 vicious returning dagger +16 ranged (1d4+1/19–20 plus 2d6*); or masterwork dagger +16/+11 ranged (1d4/19–20) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Paralyzing gaze, spells |
| Special Qualities | Darkvision 60 ft., damage reduction 10/cold iron, resistance to acid 15, acid healing, low-light vision, immunity to paralysis and polymorph, spell resistance 22, spell-like abilities, seep, spider climb |
| Saves | Fort +8, Ref +13, Will +11 |
| Abilities | Str 11, Dex 16, Con 10, Int 14, Wis 17, Cha 12 |
| Skills | Concentration +8, Disable Device +13, Disguise +20, Escape Artist +26, Forgery +11, Gather Information +13, Hide +17, Intimidate +11, Listen +16, Move Silently +26, Search +8, Spot +16, Rope Use +9 |
| Feats | Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack |
| Environment | Warm forest |
| Organization | Solitary, gang (2–4), or band (6–11) |
| Challenge Rating | 13 |
| Treasure | No coins; 50% goods; 100% items |
| Alignment | Usually neutral evil |
| Advancement | 13–20 HD (Medium) |
| Level Adjustment | ― |
This humanoid creature resembles a fey creature with a dark red flesh that is covered in a shifting network of orange-hued vessels. Its eyes have a golden hue, and the lip-less mouth is filled with gleaming fangs. On the scalp is a peculiar, shifting mass of a dark, oily substance.
These exotic creatures possess a strange mix of ooze and fey traits. Superficially they have the form of a tall, lean elf with dark reddish flesh. However their hide is covered in a web of fine, orange-hued lines that slowly shift and move about in a disturbing manner. Their eyes have a golden cast that blends into red around the edges, and their pupils are shaped as a four-pointed star. The narrow mouth of a squll lacks lips, and opens to display gleaming gray fangs. Instead of hair, their scalp is covered with a continually shifting mass of glistening black ooze.
The squll are intelligent creatures that excel at tasks requiring the elimination of opponents through forethought, planning, stealth, and surprise. They are exceptionally sneaky and underhanded beings that can move with the lightness of a feather, and possess uncanny timing and reflexes. Squll have a paralyzing gaze, and can transform portions of their body into a gelatinous mixture that can ooze under a door or cling to wall surfaces.
When mixing with other civilized creatures, the squll are normally very careful to hide their uniqueness, wearing heavy hooded robes, masks, gloves, or other such concealing clothing and gear. Their rasping voice can be readily identified, however, so they rarely speak except with others of their kind. Groups of squll typically reside in concealed locations, such as underground catacombs, ruins, tunnels, abandoned buildings, or a hideout provided by a patron.
A squll stands about 5 feet tall and weighs about 90 pounds. Squll speak Common, Draconic, and Sylvan. They are typically equipped as a 12th-level NPC, and carry a flask filled with corrosive acid for healing purposes.
Combat
Squll employ surprise, tricks, and concealed weapons to overcome their opponents. However they can be dangerous foes even in a stand-up fight. Their partially gelatinous bodies can repair all but the most serious wounds, and squll can often wear down a single opponent through their combat skill and resiliency. Most squll are cautious fighters and will employ their special abilities to escape a battle in which lack the upper hand.
*Their renowned hook and spike magical daggers deal 1d6 points of damage to their wielder whenever they strike a foe.
Paralyzing Gaze (Su): Paralyze 2d10 minutes, 30 feet, Will DC 17 negates. The save DC is Charisma-based. Creatures that successfully save can not be affected by the same squll's gaze for 24 hours.
Spells: Squll can cast assassin spells as a 6th-level assassin. The save DCs are Intelligence-based.
Typical Assassin Spells Known (4/4/3; save DC 12 + spell level): 1st―disguise self, feather fall, jump, true strike; 2nd―cat's grace, illusory script, pass without trace, undetectable alignment; 3rd―deep slumber, deeper darkness, false life.
Spell-Like Abilities: At will―acid splash. 2/day―displacement. Caster level 12th.
Acid Healing (Su): Twice per day as a free action, when a squll immerses a portion of its body within acid, it gains 2d6 points of healing. This acid can be in the form of a spell effect.
Seep (Ex): As a full round action, a squll can ooze their body through cracks as small as 1 inch wide and no more than 1 foot deep. While passing through a crack, a squll provokes an attack of opportunity from a threatening opponent.
Spider Climb (Sp): A squll can climb and travel on solid walls and ceilings as though affected by a spider climb spell (caster level 12th). The squll can suppress or resume this ability as a free action.
Skills: A squll has a +8 racial bonus on Escape Artist and Move Silently checks. They also have a +4 racial bonus on Disguise checks.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, squll also gain the following special benefits.
- The caster level of the spell-like abilities is equal to the Hit Dice.
- The save DC of the paralyzing gaze is equal to 10 + ½ HD + Charisma modifier.
- Spell resistance is equal to creature's HD + 10 (maximum 30).
- Squll can cast assassin spells as an assassin with class level equal to ½ the creature's Hit Dice.
- 15+ HD ― A squll can seep through cracks of any length, advancing at a speed of 5 feet per move action.
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