String Slime (BB)
Creature 3 — mindless, ooze
AnvilSnareLANDoozeacid
Source: menace-under-otari-bestiary
Perception +5; motion-sense 60 feet
Skills athletics +11 (+13 to Shove)
Str
+4
Dex
-5
Con
+5
Int
-5
Wis
+0
Cha
-5
AC 10
Fort +12
Ref +0
Will +5
HP 90
Immunities acid, critical-hits, precision, slashing, unconscious, visual, bleed, mental
Speed 20 feet
Offense
Melee Pseudopod (unarmed) +11, Damage 1d8+4 bludgeoning plus 1d6 acid
Abilities
Motion Sense — A string slime can feel nearby motion through vibration and air movement.
Split — Whenever a string slime would take slashing damage (if it weren't immune) and has at least 10 Hit Points, it splits into two identical slimes with half the original's Hit Points. One string slime is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, move smaller creatures and objects out of the way to make a space or the split is canceled at the GM's discretion.
Tag Team — The slime arcs acidic protoplasm to another string slime within 30 feet along a straight line. Each creature in that line takes 3d6 acid damage with a DC 16 Reflex save. A creature that fails its save is also knocked Prone.
WORKS WELL WITH
CrasherLANDA heavy striker can commit to melee trades since this ooze's low AC and Reflex make it easy to land hits on, freeing it to soak return damage.
SniperLANDA ranged attacker avoids the acid splash on its melee Strike while this ooze occupies the front line.
WeaverLANDA caster can layer additional area control while this ooze's own acid arc already threatens anyone standing near a second one of its kind.
PUNISHES
✖ slashing-weapon reliance✖ clumping
Avoid pairing with another similarly slow, low-Reflex Anvil; overlapping arc attacks can catch nearby allies as easily as foes.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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