Monster Monday-Slimecap

SlimeCap“Well, here’s as good a place as any to make camp. Rafe’s just about out of fire and we’re all pretty tired.”

“I’ll take the first watch.”

“Alright, everyone else to bed. I don’t expect anything. We’ve seen nothing but mushrooms for the last mile. If not for those roots, we could keep moving.”

Slimecap

Health Points: 4d4

Spell Points: None

Attack: Grapple as with Grab II, as 3 people

Special Defense: Appear as a different variety of mushroom (‘cap’) as with Disguise V (Perception 18 to recognize it is a Slimecap if you’ve seen one before, Perception 13 to recognize it is not the target mushroom)

Special Attack: Mud to Slime, 1 cubic foot in 5 minutes, stays slime for 2 hours, can maintain 100 cubic feet at a time.

Dexterity: 10

Strength: 20

Intelligence: 12

Speed: 4 (in slime)

Armor: 0 0 0

Description: Slimecaps are distant relatives of Livecaps with a partial sentience. They are a hunting fungus with high dietary demand for protein.

Slimecaps can disguise themselves to appear as other mushrooms in order to appear inconspicuous to potential prey. They cannot move quickly to take prey and so wait until something moves close to investigate the slime or sleeps nearby. Their roots can move quickly in open air or in the slime to begin grapples with potential prey. Their goal will be to drown the target in the slime.

The slime causes fatigue at a rate of 1% per second.

As a player, would you be keeping your eyes open for these? Would you destroy mushrooms near camp just to be safe? Comment below to share your thoughts.

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One Response to Monster Monday-Slimecap

  1. Pingback: Ability Tuesday-Disguise | Mind Weave Role-Playing Platform

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