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Oozes

Squishy blob friends! *Friendship not guaranteed. 

Catalytic Oooze

Expected threat level: Moderate (TL 15)
A common pest in areas prone to etheric discharge, Catalytic Oozes became an invaluable test specimen for alchemists once their peculiar properties were better understood. They've developed a reputation in learned circles as a bane for incautious experimenters, as an inadequately contained Catalytic Ooze can quickly become a lethal hazard if loosed in a well-stocked laboratory. 

Might 4
Precision 3

​Cleverness 0
​
Knowledge 0
​​
Willpower 2
​Fortitude 6
Speed: 20ft.
Armor: 8
​Health: 20
​Size: medium
​Type: Ooze
Detection: 3 (+ blindsight)


Tags: Ooze, engulf
Tendencies: docile and unintelligent, reacts to environmental stimuli and will attempt to consume prey. 
Tactics: will prioritize incorporation of useful substances if available, as it makes subduing prey easier. 
Senses: blindsight 30ft.
Picture

Strengths & Weaknesses

Poison Immunity. Catalytic Oozes take no Poison Damage and cannot gain Poison Counters.
Acid Immunity. Catalytic Oozes take no Acidic Damage and cannot Melt.

Special Features

Incorporate Substance. If a Catalytic Ooze engulfs a liquid or gas (potions, oil, alcohol, Assassin's Poisons, Plague Doctor's Concoctions, etc.), it incorporates it. If it engulfs a creature carrying an applicable object, it incorporates one at random. If it passes over a pool of liquid or through a cloud of gas, it incorporates what it passes through, leaving a cleared area in its wake if there is not enough surrounding substance to fill it in.

Actions

Engulf (Movement). As part of a Movement Action, the Ooze may attempt to engulf a creature no more than one size larger than itself. The target creature must make a Precision Check, target 1d10+6. If it succeeds, it is pushed to the nearest open space. If it fails, it is engulfed inside the Ooze.
  • Engulfed Creatures take 1 Acidic Damage at the start of their turn. 
  • Engulfed Creatures are considered Grappled (though the Ooze does not suffer a Speed penalty), move with the Ooze, and begin to suffocate.
  • An Engulfed Creature can use an Action to make a Might Check, target 1d10+6, to escape. The Ooze may only Engulf one Creature at a time.
Utilize Substance (1 Action, Special). If the Ooze has incorporated a substance, it can choose to apply that substance's effect to itself or another Creature it has Engulfed.
Slam. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 1d4 Bludgeoning Damage + 1 Acidic Damage.

Catogens

Expected threat level: Low (TL 10)
Adorable, bundles of blight, slime and sometimes bone, all in a feline package; Catogens are gelatinous cat-like entities constructed around repurposed...organic matter. A perfect familiar for that necromancer looking for a hypoallergenic companion, just mind the scratches, no telling what you’ll get from that. They come in a variety of colours, which may be indicative of what infection they carry.​ Designed by Clair.

Might 0
Precision 2

​Cleverness 3
Knowledge 2
​
Willpower 0
​Fortitude 0
​​
Speed: 50ft. / 25ft. (Climbing)
Armor: 3
​
Health: 10
​Size: Small
Type: Ooze, Undead
Detection: 3


Tags: Aberration, Ooze, Undead, Regenerating, Feline, Friendly 
Tendencies: easily startled, friendly, hides from large noisy groups, tend to be in packs of 10+ individuals, will stalk prey and only accelerate when going for the kill, will 'play' with their food.
Tactics: prefers sneak attacks, will flee at the earliest opportunity, prefers range
Senses: humanoid, darkvision 90ft.

Strengths & Weaknesses

Freezing Weakness. If a Catogen would take any amount of Freezing Damage, add +1 to the damage total.
Burning Weakness. If a Catogen would take any amount of Burning Damage, add +1 to the damage total.
Poison Immunity. Catogens take no Poison Damage and cannot gain Poison Counters.
Acid Resistance. If a Catogen would take any amount of Acidic Damage, reduce it by half. ​

Special Features

Zoomies. If a Catogen uses both of its Actions on its turn to move, it may move an extra 10ft. as part of the second movement. 
Regenerate. When killed, if a Catogen's was not killed by Burning or Freezing Damage, roll 1d12. On an 8 or higher, this creature reforms with 1d6 Health at the start of the next Round, and resumes its place in the initiative order. A Catogen may only use this feature once per 24 hour period, being destroyed permanently if it dies after Regenerating in that time.

Actions

Blighted Tiny Claws. (Melee attack, 5ft., 1 target, +1 to hit). Deals 1d4 Slashing Damage. On a critical hit, the target must succeed on a Fortitude Check (5) or gain the Diseased Affliction. 
Blight Spit. (Counterspell Cost: 2, 10ft. range, 1 target, +2 to hit). Deals 1d4 Poison Damage. On a critical hit, the target must succeed on a Fortitude Check (4) or gain the Diseased Affliction. 
​Note: Clair proposed some cool advanced Disease options with these guys that we're not quite ready to implement yet. Watch for something in a future version! -Chris​

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  • How to Play
    • Core Rules
    • Running the Game
    • Downloads
    • Videos
    • Support Relict >
      • Feedback & Contact
      • Donations & Support
      • Contributors
  • Characters
    • Character Creation Guide
    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
      • Fiendling
      • Firmalite
      • Gaian
      • Gnome
      • Goblin
      • Gorgon
      • Human
      • Kobold
      • Mere
      • Orc
      • Shapeshifter
      • Stacian
      • Undead
      • Wilderkin
    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
  • Items & Equipment
    • Melee Weapons
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    • Armor & Clothing
    • Potions & Equipment >
      • Potions
      • Equipment, Traps, & Tools
    • Magical Objects >
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      • Magic Armor & Clothing
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  • Monsters & Encounters
    • Monster Rules - Simple & Advanced
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    • Simple Monsters >
      • Elementals
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      • Oozes
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    • Advanced Monsters >
      • Celestials
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