By Ramon Arjona
known some real slimeballs -- but this guy is ridiculous.
Notepirroth: Male drow Drd 6/Oozemaster 10; CR 17; Medium-size ooze
(elf); HD 6d8 plus 10d8; hp 73; Init +3; Spd 30 ft.; AC 21, touch 13,
flat-footed 18; Atk +14/+9/+4 melee (1d6+3, +2 quarterstaff); SA
major oozy touch, minor oozy touch, oozy glob, slime wave, spell-like
abilities; SQ animal companion, drow traits, indiscernable anatomy, malleability,
nature sense, one with the ooze, ooze traits, resist nature's lure, slithery
face, SR 27, trackless step, wild shape (Small or Medium-size animal
2/day), woodland stride; AL NE; SV Fort +16, Ref +10, Will +15; Str 12,
Dex 16, Con 11, Int 12, Wis 21, Cha 5.
and Feats: Alchemy +5, Concentration +19, Disguise +7, Intuit Direction
+14, Knowledge (nature) +20, Listen +7, Search +3, Spellcraft +20, Spot
+7, Swim +5, Wilderness Lore +22; Blindsight (hearing-based version, MoW),
Empower Spell, Enlarge Spell, Great Fortitude, Silent Spell, Still Spell
Oozy Touch (Su): Kurolaboath's hands can secrete more potent forms
of ooze. On a successful melee touch attack (using a full attack action),
the target suffers the effect of black pudding (2d6+10 points of acid
damage to flesh, metal, wood, or stone), green slime (1d6 points of temporary
Constitution damage to flesh and 1d6+10 points of acid damage to metal
or wood), or yellow mold (2d4 points of Constitution damage to flesh,
DC 15 Fort save for half).
Oozy Touch (Su): Kurolaboath's hands secrete ooze. Using a full attack
action, he can make a melee touch attack which, if successful, causes
the target to suffer the effects of brown mold (1d6+10 points of cold
subdual damage to flesh) or gray ooze (1d6+10 points of acid damage to
stone, metal, or wood). Kurolaboath is immune to the effects to these
types of ooze. He may use this power as often as he likes.
Glob (Sp): Once per round, Kurolaboath can throw a glob of any
of the oozes he can secrete using his minor or major oozy touch ability.
This ability is treated as an attack with a grenadelike weapon. Direct
hits deal the same kind of damage as the ooze touch, noted above. Creatures
within 5 feet suffer 1 point of the appropriate splash damage. Kurolaboath
can do this up to 5 times a day.
Wave (Sp): Once per day, Kurolaboath can use the slime wave
spell (caster level 13th).
Abilities: 1/day -- dancing lights, darkness, faerie fire.
Caster level 16th; save DC 7 + spell level.
Companion: Kurolaboath may have one or more animal companions. This
animal is one that he has befriended with the spell animal friendship.
The total Hit Dice of all animal companions at a time may not exceed
Traits: Kurolaboath is immune to magic sleep spells and effects.
He gains a +2 racial bonus on saves against enchantment spells or effects
and a +2 racial bonus on Will saves against spells or spell-like abilities.
As a drow, he has darkvision (120-foot range) and is entitled to a Search
check when within 5 feet of a secret or concealed door as though actively
looking for it. Kurolaboath has light blindness (blinded for 1 round by
abrupt exposure to bright light, -1 circumstance penalty on all attack
rolls, saves, and checks while operating in bright light). Hee also has
a +2 racial bonus on Listen, Spot, and Search checks (already figured
into the statistics given above).
Anatomy (Su): Treat all sneak attacks and critical hits against Kurolaboath
as if he were wearing armor with the light fortification power.
(Su): Kurolaboath can compress his body enough to squeeze through
an inch-wide crack. He cannot expand in an area that offers resistance,
such as an occupied suit of armor.
Sense: Kurolaboath can identify plants and animals (their species
and special traits) with perfect accuracy. He can determine whether water
is safe to drink or dangerous.
with Ooze: Kurolaboath is completely at one with the oozes he loves.
His type has changed to ooze for the purposes of determining what effects
and items can affect him. He has also gained the Blindsight feat (noted
Traits: Kurolaboath is immune to poison, sleep, paralysis,
stunning, polymorphing, and mind-influencing effects. He is also immune
to the spell polymorph other, though he retains his wild shape
Nature's Lure: Kurolaboath gains a +4 bonus to saving throws against
the spell-like abilities of fey (such as dryads, nymphs, and sprites).
Face (Su): Kurolaboath can manipulate his facial features, gaining
a +10 competence bonus on Disguise checks (already figured into the statistics
Step: Kurolaboath leaves no trail in natural surroundings and cannot
Shape (Sp): Kurolaboath can change into a Small or Medium-size
animal and back again twice per day as per the polymorph self spell.
Unlike the standard use of the spell, however, he may adopt only one form
per use of the ability. Kurolaboath regains hit points as if he has rested
for a day. He does not risk the standard penalty for being disoriented
while in his wild shape. He gains all the creature's special abilities
when he does so.
Stride: Kurolaboath can move through natural thorns, briars, overgorwn
areas, and similar terrain at his normal speed and without suffering damage
or other impairment. However, thorns, briars, and overgrown areas that
are enchanted or magically manipulated to impede motion still affect him.
Prepared (6/7/5/5/4/3/1; save DC 15 + spell level): 0 -- darkseed
(MoW) (2), detect magic (2), scarecrow (MoW) (2); 1st
-- entangle (2), faerie fire, obscuring mist (2), summon
nature's ally I (2); 2nd -- soften earth and stone (2), summon
swarm (2), wood shape; 3rd -- contagion, meld into stone,
spike growth, summon nature's ally III (2); 4th -- blight (MoW),
giant vermin, summon nature's ally IV (2); 5th -- animal growth,
insect plague (2); 6th -- contagious touch (MoW).
+2 quarterstaff, bracers of armor +8, cloak of resistance +2.
uses spells and prestige classes from the Masters
of the Wild sourcebook.
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