Creature Name |
Mini Blob |
Blob |
Large Blob
|
Big Momma |
Level |
1 |
3 |
5 |
8 |
Attributes |
|
|
|
|
AGL |
15 + 1D10 |
16 + 1d10 |
17 + 1d10 |
18 + 1d10 |
AWA |
15 + 1D10 |
16 + 1d10 |
17 + 1d10 |
18 + 1d10 |
BEA |
NA |
NA |
NA |
NA |
CHA |
NA |
NA |
NA |
NA |
DEX |
25 + 1D10 |
28 + 1d10 |
31 + 1d10 |
34 + 1d10 |
HEA |
25 + 1D10 |
40 + 1d10 |
55 + 1d10 |
65 + 1d10 |
INT |
15 + 1D10 |
16 + 1d10 |
17 + 1d10 |
18 + 1d10 |
LUC |
50 |
50 |
50 |
50 |
STR |
25 + 1D10 |
40 + 1d10 |
55 + 1d10 |
65 + 1d10 |
WIL |
15 + 1D10 |
16 + 1d10 |
17 + 1d10 |
18 + 1d10 |
IP |
HEA |
HEA + 1d10 |
HEA + 2d10 |
HEA + 4d10 |
PV |
Special |
Special |
Special |
Special |
Actions |
1 |
1 |
1 |
2 |
Movement |
15’ Ooze |
15’ Ooze |
20’ Ooze |
25’ Ooze |
Injury
Dealt |
1d10 |
1d10 + 5 |
2d10 + 5 |
2d10 + 5 |
Spell
Type |
NA |
NA |
NA |
NA |
Treasure |
Low |
Low |
Medium |
Medium |
Lemar’s Blob is a hideous green-gray mass of ooze with a foul temper. First discovered in the tunnels of the ancient empires, Lemar’s blob will eat anything organic within minutes. Any non-organic items carried or worn by its victims will remain within the blob until the blob attempts to travel in a crevasse too small for the object.
When stuck by any edged or blunt weapons, these
blobs will separate into smaller baby blobs with the same IP as what was
dealt. The only final way to kill the
blob is with the use of fire, extreme cold, or electricity. Torches can be used with Full Defensive Tactics
to keep the Blob at bay. Poison will
not affect the blob, but will affect the next few victims injured by the
gelatinous mass. Blobs are
single-minded and most often attack the easiest or most annoying targets. In addition to normal healing, blobs will
regenerate one injury point for every three points of actual injury dealt. Actual injury does not include injury
prevented by armor.
Blobs will attempt to grapple onto a victim with a tendril of ooze. Once grabbed, the blob only requires four more successful strikes to envelop or cover the victim. After the first round, the victim has a penalty of – 10 to all AGL based skills as the blob oozes around his feet. The second round the blob climbs the legs of the victim and grants a penalty of – 20 to all AGL based skills. The third round sees the victim with a large blob up to his chest and a penalty of – 20 to all skills and unable to move his legs. On the fourth round the victim is covered completely by the blob and will be unable to move or act. Each round of coverage automatically deals an automatic die roll of injury to the victim. The victim can escape by a strength roll on the first or second rounds. After the blob has reached the torso, the victim requires outside assistance and it may be too late.
Mini Blobs are the smallest version of Lemar’s Blob
covering only an area 3 feet in diameter.
Baby blobs that are created from a larger blob use all of the stats for
a mini-blob except for injury points.
Mini Blobs have a 16% / 4% Defensive Tactics and a 29% Attack skill.
The average blob is five feet in diameter, and is
six inches to a foot in depth. These
blobs are often found hanging on the ceilings waiting for prey to travel
underneath. Such a surprise attack will
automatically set the victim to the third stage of coverage (Chest). Normal blobs have a Defensive tactics of 29%
/ 7% and an Attack skill of 39%.
The large blob ranges from seven to ten feet in
diameter. They are most often a
sickeningly one to two feet in depth and strike fear in small goblins
everywhere. Large blobs have a
Defensive Tactics of 37% / 9% and an Attack skill of 59%.
The largest of all known blobs, the Big Momma Blob is at least fifteen feet in diameter and two feet deep. Big Momma Blobs are rarely seen and will retreat if they receive over 75% of their total injury points. These blobs have a Defensive Tactics of 58% / 15% and an Attack skill of 75%.
ă 2000 J.K. Wykowski & T.
Coonrod