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Shroud-Fire Slime

Adversary overview

A big, pale slime rippling with ghostly green flames.

A big, pale slime rippling with ghostly green flames.

This adversary is from the Night of the Bonewaker adventure starter by Almost Bedtime Theater.

Stat block

Tier
1
Type
Standard
Difficulty
8
HP
5
Stress
2
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
5
Major Damage — Mark 2 HP Major
Mark 2 HP
10
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Pseudopod
Range: Melee
Damage: 1d6+1
Attack Mod: +1
Damage Type: Physical

Features

Passives

  • Destructive Shroud-Fire

    On a successful attack, the target must mark an Armor Slot without receiving its benefits. (They can still use armor to reduce the damage.) If they can’t mark an Armor Slot, they must mark an HP instead.

Actions

  • Envelop

    Make a standard attack against a target. On a success, the Slime envelops them and the target must mark 2 Stress. Until the target is freed, they must mark an additional Stress when they make an action roll. If the Slime takes Severe damage, is destroyed, or splits, the target is freed. A Slime can only have one target enveloped at a time.

  • Split
    fear 1

    Spend a Fear to split the Slime into a number of Small Shroud-Fire Slimes (with no marked HP or Stress) equal to the number of HP the Slime had remaining. Immediately spotlight up to two of them.

Reactions

Motives & tactics

Consume Multiply

Experiences

  • Engulf +1

Shroud-Fire Slime

Tier 1 standard

A big, pale slime rippling with ghostly green flames.

Motives & Tactics: Consume, Multiply

Difficulty: 8 | Thresholds: 5/10 | HP: 5 | Stress: 2

ATK: +1 | Pseudopod: Melee | 1d6+1 Physical

Experience: Engulf +1

HP:

STRESS:

Features

Destructive Shroud-Fire - Passive: On a successful attack, the target must mark an Armor Slot without receiving its benefits. (They can still use armor to reduce the damage.) If they can’t mark an Armor Slot, they must mark an HP instead.
Envelop - Action: Make a standard attack against a target. On a success, the Slime envelops them and the target must mark 2 Stress. Until the target is freed, they must mark an additional Stress when they make an action roll. If the Slime takes Severe damage, is destroyed, or splits, the target is freed. A Slime can only have one target enveloped at a time.
Split - Action: Spend a Fear to split the Slime into a number of Small Shroud-Fire Slimes (with no marked HP or Stress) equal to the number of HP the Slime had remaining. Immediately spotlight up to two of them.

Discussion

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