Well, I'm nuts.
I've decided that for the month of September I am going to do a post a day. The theme will be a setting for a DnD-style fantasy compaign. So, sit back, take your shoes off and get ready to explore Odekor, the Crooked World.
Thursday, September 1, 2016
Odekor in September
Monday, August 29, 2016
Sharklings
The halfling burglar, Oli Snigg, crept along the slick corridors of the Undercity of Chaubed. He’d purchased a darkvision spell from a wizard and was grateful that he had done so. So far, Oli had managed to avoid other thieves and adventurers. The few traps he had encountered were old and easily avoided or sprung.
Oli was just thinking that this job was a little too easy when he spotted the sharklings. They rounded the corner ahead of him, a pack of six monstrosities with dull gray skin and shark-like heads. The minute they appeared, Oli reached for his daggers and began to slowly back away.
The sharklings all swung their heads toward the halfling. Their wide, toothy smiles seemed to stretch into infinity.
Then they came at him.
Sharklings are monstrosities created ages ago by a wizard named Loirath the Cruel. He liked to crossbreed different life-forms, using magic to create hybrids. Sharklings were one of his more successful experiments. He used them to protect access to his sanctum, allowing them to eat anyone who trespassed. Ironically, Loirath was fed to his own creation during the Wizardic Pogrom of 1746.
A sharkling has the body of a humanoid and a head resembling a shark’s. Their skin is a uniform gray and has a rough, grainy texture to it. Although they have eyes, they have poor physical sight, and rely on their blindsight and a keen sense of smell to navigate their homes and hunt for prey. Their fingers and toes are webbed and they possess gills that allow them to breathe water or air.
Sharklings live in small packs of six to eight. These packs generally consist of one or two females and several males. Their culture is primitive and violent. Sharklings are hunters who will attack anything their size or smaller. They will attack the members of other sharkling packs as well as any stray adventurers. They seldom use weapons, preferring to rely on their bite attacks.
Sharklings are born from eggs. Every year sharkling females lay egg deposits that the males compete to fertilize. Female sharklings nurse their offspring for a few months, then they are raised communally. If times are hard, young sharklings are often devoured by their pack.
Sharklings are found almost exclusively in dungeons. They thrive in artificial aquatic environments, but fail to do so in similar, natural environments. Sharklings encountered in the wild are killed without hesitation.
Goblins hate sharklings and will often go to great lengths to exterminate them.
SHARKLINGS
Medium Monstrosity, Neutral Evil
Attributes
STR 11 DEX 13 (+1) CON 11
INT 05 (-3) WIS 09 (-1) CHA 06 (-2)
AC 11 (Natural Armor)
HP 12
Traits
Speed: 30 feet
Skills: Stealth +3
Senses: Blindsight 30 ft., Passive Perception 09
Languages: Sharkling
Amphibious. Sharklings can breath water or air.
Keen Nose. Sharklings have advantage on all Smell (Wisdom) checks.
Pack tactics. Sharklings have advantage on attack rolls against a creature if at least one of the sharkling’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon attack: +4 to hit, reach 5 ft., one target. On a hit, deals 1d8 piercing damage.
Oli was just thinking that this job was a little too easy when he spotted the sharklings. They rounded the corner ahead of him, a pack of six monstrosities with dull gray skin and shark-like heads. The minute they appeared, Oli reached for his daggers and began to slowly back away.
The sharklings all swung their heads toward the halfling. Their wide, toothy smiles seemed to stretch into infinity.
Then they came at him.
Sharklings are monstrosities created ages ago by a wizard named Loirath the Cruel. He liked to crossbreed different life-forms, using magic to create hybrids. Sharklings were one of his more successful experiments. He used them to protect access to his sanctum, allowing them to eat anyone who trespassed. Ironically, Loirath was fed to his own creation during the Wizardic Pogrom of 1746.
A sharkling has the body of a humanoid and a head resembling a shark’s. Their skin is a uniform gray and has a rough, grainy texture to it. Although they have eyes, they have poor physical sight, and rely on their blindsight and a keen sense of smell to navigate their homes and hunt for prey. Their fingers and toes are webbed and they possess gills that allow them to breathe water or air.
Sharklings live in small packs of six to eight. These packs generally consist of one or two females and several males. Their culture is primitive and violent. Sharklings are hunters who will attack anything their size or smaller. They will attack the members of other sharkling packs as well as any stray adventurers. They seldom use weapons, preferring to rely on their bite attacks.
Sharklings are born from eggs. Every year sharkling females lay egg deposits that the males compete to fertilize. Female sharklings nurse their offspring for a few months, then they are raised communally. If times are hard, young sharklings are often devoured by their pack.
Sharklings are found almost exclusively in dungeons. They thrive in artificial aquatic environments, but fail to do so in similar, natural environments. Sharklings encountered in the wild are killed without hesitation.
Goblins hate sharklings and will often go to great lengths to exterminate them.
SHARKLINGS
Medium Monstrosity, Neutral Evil
Attributes
STR 11 DEX 13 (+1) CON 11
INT 05 (-3) WIS 09 (-1) CHA 06 (-2)
AC 11 (Natural Armor)
HP 12
Traits
Speed: 30 feet
Skills: Stealth +3
Senses: Blindsight 30 ft., Passive Perception 09
Languages: Sharkling
Amphibious. Sharklings can breath water or air.
Keen Nose. Sharklings have advantage on all Smell (Wisdom) checks.
Pack tactics. Sharklings have advantage on attack rolls against a creature if at least one of the sharkling’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon attack: +4 to hit, reach 5 ft., one target. On a hit, deals 1d8 piercing damage.
Tuesday, August 23, 2016
The Backstagers: A Review
Hello, gentle readers!
So, it's been about a week since the first issue of The Backstagers came out and I'm still not sure whether or not I actually like this book.
Written by James Tynion and Rian Sygh, the book focuses on the adventures and antics of the Backstagers: Jory, Hunter, Sasha, Aziz and Becket. They're students at an all-boys school called St. Genesius where they work backstage in the Drama Club. However, this isn't your ordinary backstage job where you build props, manage the lights, etc. No, this Backstage is akin to Wonderland or Narnia or an Escher painting. It's full of magic and strangeness that only the Backstagers know about.
In this first issue, Jory is a new student at St. Genesius, looking for a place to belong. He gives the Drama Club a shot, but winds up getting sent backstage where he falls into one of the Backstagers' adventures. Hijinx ensue and he abandons the stage for the backstage.
The Backstagers is an all-ages book with a definite queer slant. The first issue doesn't just hit the ground running, it smashes into it and races along it, scattering sparks and debris in its path. That, I think, is part of my problem with the book; in this first issue, things just happen too fast. The characters are painted with broad, colorful strokes. They rush from one scene to another. As readers, we're not given a chance to process what's happening.
This could be deliberate. Tynion could be attempting to mirror Jory's experience as he is dropped into this incredible world. If so, if it was meant to draw us in and make us feel like a part of the action, it didn't really work for me. The pacing on the story just felt rushed and fragmented.
As for the art? I LOVE the cover by Veronica Fish. That is a beautiful piece of work.
But the internal art? Eh. Not so much. I mean, it's okay, but it's just not my cup of tea. It's a little too cartoonish for my liking. However, I do like the character designs, especially Becket and Sasha. To me, those two really pop.
Overall, I really want to like this book. I really want to say that it's a great read and a good beginning to this miniseries.
I really want to do it.
But I can't.
This first issue just left me feeling kind of 'Meh.' It's not good, it's not bad, it's just 'meh.'
On a scale of one to five, I have to give The Backstagers a two.
Since this is only an 8-issue miniseries, I'll probably give the next couple of issues a try. It's not that bad. But if I'm not suitably impressed, or amused, by the end of the third issue, I probably won't buy the rest.
Paladins of Dust
Chelic saw the man the moment he stepped into the ruined temple. The fellow was youngish. His reddish-brown hair was curly and his skin was flawless. He wore rimless spectacles and a suit of gray scale armor. A shortsword lay across his lap and the fellow was reading a small, green book.
Chelic cleared his throat. The armored man looked up from his book and smiled.
“Hello again, Chelic.”
The elf frowned. “I’m sorry. Have we met?”
“Not that you’d remember. Come to have another go at stealing the bones of General Oramyr?”
Chelic’s frown deepened. “What are you talking about? This is the first time I’ve been here.”
“No,” said the young man. He put down his book and stood. He was short for a knight. As he drew his sword and approached, he added, “You’ve said that the other times we’ve fought as well.”
“You’re quite mad, aren’t you?” remarked Chelic, drawing his own blade.
The young man simple smiled and waited as if he had all the time in the world.
Paladins of Dust serve Naroth, the God of History and Memory. They are usually charged with protecting places of historic importance: the site of a crucial battle, the tomb of a great king, the ruins of a fallen city. Sometimes they are dispatched to secure artefacts of historical significance, transporting them to the Narothic Archives beneath the Range of Faces.
Paladins of Dust seldom come from a martial background. More often they emerge from the ranks of academics and scholars, people with a deep love and appreciation for history. They do not rely on Charisma, as other paladin types do, but on Wisdom.
Adventurers hate encountering Paladins of Dust. How do you defeat someone who you’ve probably fought before, but you don’t remember? As if that wasn’t bad enough, a Paladin of Dust’s attacks actually cause their enemies to age. Even if they don’t reset the clock, even if an adventurer manages to best a Paladin of Dust, he’ll probably be years older by the time he gets away. It’s really not worth the trouble and most adventurers will simply walk away from a fight with a Paladin of Dust, assuming they’ve already lost it in some other timeline.
Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Con Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Con Modifier per level after 1st.
Proficiencies
Armor: All armor and shields
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion and Religion.
Historical Expertise
At 1st level, Paladins of Dust gain proficiency in History. Their proficiency bonus for all Intelligence (History) checks is double.
Sense of Time
Also, at 1st level, Paladins of Dust develop a perfect sense of time. They always know the exact date and time.
Fighting Style
Starting at 2nd level, Paladins of Dust chooses a fighting style as a specialty. You cannot take a Fighting Style more than once, even if you later get to choose again.
Defense - While you are wearing armor, you gain a +1 bonus to AC.
Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting - When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Temporal Smite
At 2nd level, when you hit a creature with a melee weapon attack, you deal additional damage. Add a 1d8 to the weapon’s normal damage. This damage counts as magical and manifests itself as time passing for the subject of the attack. Your enemy ages years for every blow you land. Staring at 9th level, you add 2d8 to the weapon’s normal damage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). When you have expended all these uses, you cannot regain this feature until you finish a short or long rest.
Divine Vitality
By 3rd level, the divine power flowing through you makes you immune to the effects of aging and you cannot be aged magically. You can still die of old age, however.
Ability Score Improvement
When you reach the 4th level, and again at 8th, 12th, 16th and 19th level, you can choose to increase one ability score by 2, or to increase two ability scores by 1. As usual, you cannot increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 17th level, you can attack three times.
Eye of Experience
Starting at 6th level, using your wisdom and experience, you can study another creature outside combat and deduce certain information about its capabilities. The DM can tell you one of the following: the creature’s Strength, Dexterity or Constitution score; its Armor Class or its class levels (if any).
The Grace of Naroth
Beginning at 7th level, you cannot be charmed while you are awake.
Shield of Ages
When you reach 10th level, you become resistant to damage from spells.
Rewriting History
At 11th level, you can use a bonus action to reroll the die for an ability check or saving throw. You must use the new roll. After you have used this feature, you cannot use it again until you have completed a long rest.
Living History
At 13th level, outside of combat, you can project your consciousness into the past a number of hours equal to your Paladin of Dust level. You cannot be perceived in the past, you cannot change anything that has happened, and your psychic self cannot be damaged. You cannot leave the area you currently occupy.
You can use this feat a number of times equal to your Wisdom modifier (minimum of once). After expending all uses, you do not regain it until you finish a long rest.
Hands of Time
Beginning at 14th level, you can use your action to end one spell on yourself or one willing creature that you touch.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.
Healing Time
Starting at 15th level, you can use an action to restore hit points equal to your paladin of dust level. After using this feature, you must complete a long rest before you can use it again.
Time Out
At 18th level, you can use an action to stop the flow of time for everyone but yourself. No time passes for other creatures while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
The effect ends if one of the actions you use during this period affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move more than 1000 feet from the location you cast it.
After using this feature, you must complete a long rest before you can use it again.
History’s Champion
Your devotion to your deity has been rewarded. Not only do you stop aging, but you gain the power to reduce your enemies to dust. You choose a target within 60 feet of you that you can see. Your target must make a Dexterity saving throw (DC is your Paladin of Dust level + your proficiency bonus). If they fail the save your target is reduced to dust and cannot be resurrected.
Chelic cleared his throat. The armored man looked up from his book and smiled.
“Hello again, Chelic.”
The elf frowned. “I’m sorry. Have we met?”
“Not that you’d remember. Come to have another go at stealing the bones of General Oramyr?”
Chelic’s frown deepened. “What are you talking about? This is the first time I’ve been here.”
“No,” said the young man. He put down his book and stood. He was short for a knight. As he drew his sword and approached, he added, “You’ve said that the other times we’ve fought as well.”
“You’re quite mad, aren’t you?” remarked Chelic, drawing his own blade.
The young man simple smiled and waited as if he had all the time in the world.
Paladins of Dust serve Naroth, the God of History and Memory. They are usually charged with protecting places of historic importance: the site of a crucial battle, the tomb of a great king, the ruins of a fallen city. Sometimes they are dispatched to secure artefacts of historical significance, transporting them to the Narothic Archives beneath the Range of Faces.
Paladins of Dust seldom come from a martial background. More often they emerge from the ranks of academics and scholars, people with a deep love and appreciation for history. They do not rely on Charisma, as other paladin types do, but on Wisdom.
Adventurers hate encountering Paladins of Dust. How do you defeat someone who you’ve probably fought before, but you don’t remember? As if that wasn’t bad enough, a Paladin of Dust’s attacks actually cause their enemies to age. Even if they don’t reset the clock, even if an adventurer manages to best a Paladin of Dust, he’ll probably be years older by the time he gets away. It’s really not worth the trouble and most adventurers will simply walk away from a fight with a Paladin of Dust, assuming they’ve already lost it in some other timeline.
Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Con Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Con Modifier per level after 1st.
Proficiencies
Armor: All armor and shields
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion and Religion.
Historical Expertise
At 1st level, Paladins of Dust gain proficiency in History. Their proficiency bonus for all Intelligence (History) checks is double.
Sense of Time
Also, at 1st level, Paladins of Dust develop a perfect sense of time. They always know the exact date and time.
Fighting Style
Starting at 2nd level, Paladins of Dust chooses a fighting style as a specialty. You cannot take a Fighting Style more than once, even if you later get to choose again.
Defense - While you are wearing armor, you gain a +1 bonus to AC.
Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting - When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Temporal Smite
At 2nd level, when you hit a creature with a melee weapon attack, you deal additional damage. Add a 1d8 to the weapon’s normal damage. This damage counts as magical and manifests itself as time passing for the subject of the attack. Your enemy ages years for every blow you land. Staring at 9th level, you add 2d8 to the weapon’s normal damage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). When you have expended all these uses, you cannot regain this feature until you finish a short or long rest.
Divine Vitality
By 3rd level, the divine power flowing through you makes you immune to the effects of aging and you cannot be aged magically. You can still die of old age, however.
Ability Score Improvement
When you reach the 4th level, and again at 8th, 12th, 16th and 19th level, you can choose to increase one ability score by 2, or to increase two ability scores by 1. As usual, you cannot increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 17th level, you can attack three times.
Eye of Experience
Starting at 6th level, using your wisdom and experience, you can study another creature outside combat and deduce certain information about its capabilities. The DM can tell you one of the following: the creature’s Strength, Dexterity or Constitution score; its Armor Class or its class levels (if any).
The Grace of Naroth
Beginning at 7th level, you cannot be charmed while you are awake.
Shield of Ages
When you reach 10th level, you become resistant to damage from spells.
Rewriting History
At 11th level, you can use a bonus action to reroll the die for an ability check or saving throw. You must use the new roll. After you have used this feature, you cannot use it again until you have completed a long rest.
Living History
At 13th level, outside of combat, you can project your consciousness into the past a number of hours equal to your Paladin of Dust level. You cannot be perceived in the past, you cannot change anything that has happened, and your psychic self cannot be damaged. You cannot leave the area you currently occupy.
You can use this feat a number of times equal to your Wisdom modifier (minimum of once). After expending all uses, you do not regain it until you finish a long rest.
Hands of Time
Beginning at 14th level, you can use your action to end one spell on yourself or one willing creature that you touch.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.
Healing Time
Starting at 15th level, you can use an action to restore hit points equal to your paladin of dust level. After using this feature, you must complete a long rest before you can use it again.
Time Out
At 18th level, you can use an action to stop the flow of time for everyone but yourself. No time passes for other creatures while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
The effect ends if one of the actions you use during this period affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move more than 1000 feet from the location you cast it.
After using this feature, you must complete a long rest before you can use it again.
History’s Champion
Your devotion to your deity has been rewarded. Not only do you stop aging, but you gain the power to reduce your enemies to dust. You choose a target within 60 feet of you that you can see. Your target must make a Dexterity saving throw (DC is your Paladin of Dust level + your proficiency bonus). If they fail the save your target is reduced to dust and cannot be resurrected.
Monday, August 22, 2016
Slimegirls for the win!
Last night, at my RPG, a fellow player said something about slimegirls and it inspired this. Thanks, Jason! ^_^
SLIMEGIRLS
Slimegirls were created by a wizard called El Basticho over a hundred years ago, in his stronghold, the Tower of Fallen Graces. No one is quite certain why El Basticho created the slimegirls, but they have outlived their creator and thrived, spreading all across Bezoar.
Slimegirls resemble attractive humanoid females composed of translucent or semitranslucent slime. Hair and skin color is identical and can range from pale gray to jet black and a whole spectrum of colors in between. All slimegirls have gray-white eyes.
Although they resemble humanoid females, slimegirls are actually asexual and reproduce via cellular mitosis. (Irregardless of this, they are all referred to using female pronouns.) Slimegirl reproduction occurs spontaneously once every six to nine months. During this process the slimegirl’s body becomes extremely gelatinous and she splits into two smaller, initially identical, beings. Over time though physiological differentiation will occur in the offspring due to diet, environment and personal choice.
Slimegirls usually live in small groups, and seem to prefer warm and wet environments. They can eat almost any organic material with no ill effects, but dislike salt. They are not particularly intelligent and are difficult to harm. To date, no known slimegirl has died from old age.
The slime they produce is both a defensive trait and a biological waste product. Research has revealed that this slime, when properly prepared, can accelerate healing in most humanoids. It has also been reported to possess certain aphrodisiacal qualities.
Slimegirl culture is genial. They don’t usually wear clothes but like jewelry. Their communities are gerontocracies where the eldest generation is in charge. Although they enjoy meeting new people they are just as happy keeping to themselves. They all venerate El Basticho, whom they consider their god, and most make a pilgrimage, at least once in their life, to the Tower of Fallen Graces.
Slimegirl adventurers are rare and most don't last long. Their vulnerability to fire is too well known and too easily exploited. That said, slimegirls adventuring underwater can be quite successful.
Most slimegirls, however, who leave their communities, referred to as pools, usually wind up working in the entertainment industry. Slimegirl wrestling is totally a thing and very popular as both a participatory and spectator sport.
Slimegirls have the following common traits.
Ability Scores. Intelligence is -4 and Constitution is +3.
Age. Slimegirls are self-aware moments after fissioning from their parent. They are considered adults within three days. They do not suffer any penalties from the passing of time.
Alignment. Most Slimegirls are of good or neutral alignments.
Size. Slimegirls are roughly the same size as young human women. They are considered Medium.
Speed. Because of their gelatinous physiology, slimegirls are a little slower than most medium-sized humanoids. They have a base walking speed of 25 feet, and leave a trail of slick slime behind them wherever they go.
Amphibious. Slimegirls can breath air and water.
Tremorsense. Slimegirls are very sensitive to vibrations. They can detect and pinpoint the origin of vibrations within 30 feet of themselves, provided that they and the source of the vibrations are in contact with the same ground or substance.
Damage Resistance. Slimegirls are tougher than they look. They have a natural resistance to bludgeoning, piercing and slashing damage and are immune to acid damage.
Flammable. Unfortunately, the slime that a slimegirl excretes is highly flammable. If touched by fire, they burst into flame and instantly die. No saving rolls. No death-saves. They just die.
Slippery. Because of their slick nature, all attempts to grapple a slimegirl are at disadvantage. If a slimegirl is successfully grappled, she has advantage on her attempt to escape the grapple.
Languages. Slimegirls speak Slimetongue, a breathy language of their own, and Common.
SLIMEGIRLS
Slimegirls were created by a wizard called El Basticho over a hundred years ago, in his stronghold, the Tower of Fallen Graces. No one is quite certain why El Basticho created the slimegirls, but they have outlived their creator and thrived, spreading all across Bezoar.
Slimegirls resemble attractive humanoid females composed of translucent or semitranslucent slime. Hair and skin color is identical and can range from pale gray to jet black and a whole spectrum of colors in between. All slimegirls have gray-white eyes.
Although they resemble humanoid females, slimegirls are actually asexual and reproduce via cellular mitosis. (Irregardless of this, they are all referred to using female pronouns.) Slimegirl reproduction occurs spontaneously once every six to nine months. During this process the slimegirl’s body becomes extremely gelatinous and she splits into two smaller, initially identical, beings. Over time though physiological differentiation will occur in the offspring due to diet, environment and personal choice.
Slimegirls usually live in small groups, and seem to prefer warm and wet environments. They can eat almost any organic material with no ill effects, but dislike salt. They are not particularly intelligent and are difficult to harm. To date, no known slimegirl has died from old age.
The slime they produce is both a defensive trait and a biological waste product. Research has revealed that this slime, when properly prepared, can accelerate healing in most humanoids. It has also been reported to possess certain aphrodisiacal qualities.
Slimegirl culture is genial. They don’t usually wear clothes but like jewelry. Their communities are gerontocracies where the eldest generation is in charge. Although they enjoy meeting new people they are just as happy keeping to themselves. They all venerate El Basticho, whom they consider their god, and most make a pilgrimage, at least once in their life, to the Tower of Fallen Graces.
Slimegirl adventurers are rare and most don't last long. Their vulnerability to fire is too well known and too easily exploited. That said, slimegirls adventuring underwater can be quite successful.
Most slimegirls, however, who leave their communities, referred to as pools, usually wind up working in the entertainment industry. Slimegirl wrestling is totally a thing and very popular as both a participatory and spectator sport.
Slimegirls have the following common traits.
Ability Scores. Intelligence is -4 and Constitution is +3.
Age. Slimegirls are self-aware moments after fissioning from their parent. They are considered adults within three days. They do not suffer any penalties from the passing of time.
Alignment. Most Slimegirls are of good or neutral alignments.
Size. Slimegirls are roughly the same size as young human women. They are considered Medium.
Speed. Because of their gelatinous physiology, slimegirls are a little slower than most medium-sized humanoids. They have a base walking speed of 25 feet, and leave a trail of slick slime behind them wherever they go.
Amphibious. Slimegirls can breath air and water.
Tremorsense. Slimegirls are very sensitive to vibrations. They can detect and pinpoint the origin of vibrations within 30 feet of themselves, provided that they and the source of the vibrations are in contact with the same ground or substance.
Damage Resistance. Slimegirls are tougher than they look. They have a natural resistance to bludgeoning, piercing and slashing damage and are immune to acid damage.
Flammable. Unfortunately, the slime that a slimegirl excretes is highly flammable. If touched by fire, they burst into flame and instantly die. No saving rolls. No death-saves. They just die.
Slippery. Because of their slick nature, all attempts to grapple a slimegirl are at disadvantage. If a slimegirl is successfully grappled, she has advantage on her attempt to escape the grapple.
Languages. Slimegirls speak Slimetongue, a breathy language of their own, and Common.
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