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Blood Ooze

Adversary overview

A man sized slime, can appear as a puddle of blood but on closer inspection is far too thick, created by cultists as they tried to tap into a darker power giving power ....and hunger to the blood

Immune to restrained

Stat block

Tier
2
Type
Solo
Difficulty
16
HP
8
Stress
5
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
13
Major Damage — Mark 2 HP Major
Mark 2 HP
24
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Slam
Range: Melee
Damage: 2d10+3
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Relentless (3)

    This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

Actions

  • Drain
    stress 1

    Spend 1 stress to will fire a bloody tendril out to each PC within Close range. Each PC must make a DC 15 agility reaction roll to prevent it from connecting. Ooze will gain 1 blood token for each PC failure. Will auto spend 2 blood tokens to heal 1 HP

  • Impaling spear

    Spend one HP - Ooze will form a bloody spear and fire at an enemy within far range. On a successful hit PC will take 2D10+10 damage and gain bleeding condition. Player will take 1DMG for every 5 feet traveled (squares touched) in this condition damage we resolve when player stops moving. A PC may spend a hope to explain how they patch up bleeding character, or gaining 1hp or more removed bleeding condition.

Reactions

  • Draining Dodge
    stress 1

    Spend 1 stress to Roll 1D6 to add to difficulty in avoiding a melee attack if attack misses explain how slimes dodges or entraps attackers appendage and sucks the lift out of them PC must mark 1 HP damage. Blood ooze heals 1 HP on successful dodge

Evolutions

Motives & tactics

Wait hide drain

Experiences

  • hide +3
  • climb +3

Blood Ooze

Tier 2 solo

A man sized slime, can appear as a puddle of blood but on closer inspection is far too thick, created by cultists as they tried to tap into a darker power giving power ....and hunger to the blood

Motives & Tactics: Wait, hide, drain

Difficulty: 16 | Thresholds: 13/24 | HP: 8 | Stress: 5

ATK: +3 | Slam: Melee | 2d10+3 Physical

Experience: hide +3, climb +3

HP:

STRESS:

Features

Relentless (3) - Passive: This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.
Drain - Action: Spend 1 stress to will fire a bloody tendril out to each PC within Close range. Each PC must make a DC 15 agility reaction roll to prevent it from connecting. Ooze will gain 1 blood token for each PC failure. Will auto spend 2 blood tokens to heal 1 HP
Impaling spear - Action: Spend one HP - Ooze will form a bloody spear and fire at an enemy within far range. On a successful hit PC will take 2D10+10 damage and gain bleeding condition. Player will take 1DMG for every 5 feet traveled (squares touched) in this condition damage we resolve when player stops moving. A PC may spend a hope to explain how they patch up bleeding character, or gaining 1hp or more removed bleeding condition.
Draining Dodge - Reaction: Spend 1 stress to Roll 1D6 to add to difficulty in avoiding a melee attack if attack misses explain how slimes dodges or entraps attackers appendage and sucks the lift out of them PC must mark 1 HP damage. Blood ooze heals 1 HP on successful dodge

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