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Gelibear Swarm
A swarming mass of tiny, translucent, vaguely-bear shaped blobs of colorful jelly.
CR 4; XP 1,200
N Tiny Ooze (swarm)
Init +0; Senses blindsight 30 ft., scent, tremorsense 120 ft.; Perception +0
Defense
AC 14, touch 12, flat-footed 14 (+2 natural, +2 size)
hp 54 (12d8)
Fort +4; Ref +4; Will +4
Defensive Ability leftovers, swarm traits
Offense
Speed 30 ft., climb 30 ft.
Melee swarm (3d6 plus distraction and sticky)
Special Attacks distraction (DC 16), sticky (DC 16)
Statistics
Str 1, Dex 10, Con 10, Int —, Wis 11, Cha 1
Base Atk +9; CMB —; CMD —
Ecology
Environment urban, ruins
Organization solitary, pack (2–5 swarms)
Treasure potentially tasty leftovers
Special Abilities
Leftovers (Ex) A dispersed gelibear swarm leaves sticky residue that turns the ground into difficult terrain for 1d4+1 rounds after their destruction. If the swarm was destroyed with cold damage or within area of severe cold, it acts as caltrops, if destroyed with fire damage or within area of severe heat, it acts as grease.
Sticky (Ex) Any creature starting its turn within or moving through gelibear swarm gains entangled condition and has to make a Reflex saving throw (DC 16) to avoid being stuck to ground. Either effect lasts for 1 round. A stuck creature can take a standard action and try to free itself with Strength or Escape Artist check against the same DC. Application of either universal solvent or acid/fire damage frees the stuck creature as well. The saving throw DC is Constitution-based.
Gelibear swarms are colonial oozes that resemble certain gelatinous treat. Their appearance suggest deliberate breeding sometime in the past.
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