How does Green Slime attack?

Legildur

First Post
Our game on the weekend came to a short standstill while we tried to find out how a green slime attacked. The DM ended up ruling that it just landed on the targeted characters. I wasn’t happy with that, but also wasn’t initially worried about the 2 slimes that landed on my dwarven Bbr5/Rgr4 until I started to see the damage output (1d6 temp Con damage per round).

Anyway, for next time, should my character have had a Reflex save to avoid? (they fell from the ceiling) Or do the slimes need to make an attack roll? Touch attack?

Oh yeah, Shield Charge feat with Spikes spell (Clr3) on wooden shield of bashing wielded by Bull’s Strength enhanced and raging dwarf equals a lot of fun.
 

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Of course you get something. As there are no stats for the stuff whatsoever, a Ref save would be easiest, and a spot and/or search check to detect the stuff and avoid it.

For Ref Save DC I suggest something between 10 and 15, spot/search around the same.

But just assuming it hits all the time and you have no defense against it would make it far more than CR4!
 

The best way to handle it would be to look at the other traps in the DMG, and see which one is closest to the situation at hand. For example, slime dripping from the ceiling might be compared to a falling rock trap, and gets an attack roll. A pit or puddle full of the stuff might be a Ref save to avoid.
 

Green slime doesn't attack at all, it just sits still and grows. You only get hurt if you touch it, whether picking up an object, brushing against a wall, or walking through a patch on the floor. I'd give a Spot check (DC 15 or so) to notice the slime before coming in contact with it.

If the slime is used as part of a trap, it uses the normal rules for that trap type-- either an attack roll or a Reflex save. If it's thrown by a creature as an attack, it uses that creature's ranged attack stats.
 

Green slime doesn't attack at all, it just sits still and grows.

This is completely, 100% correct.

Well, all apart from the bit about not attacking and just sitting still.

DMG p117: "Green slime... drops from walls and ceilings when it detect movement (and possible food) below."

-Hyp.
 

From Hypersmurf:

DMG p117: "Green slime... drops from walls and ceilings when it detect movement (and possible food) below."

This is useful, and I like Hong's suggestion about treating it as a trap.

Okay, for the Spot check, would you have it take 10 on a Hide check and apply modifiers for any camouflage it might have?

And for the drop from the ceiling, would it be a touch attack, and if so, what would the attack bonus be (a la falling block trap)? Given the damage it does for a CR4 encounter, I'd suggest not high.

Or would a Reflex save to avoid be more appropriate (like KaeYoss suggested)? If so, what DC?

Last question, what is the hardness and how many hit points does a +2 Mithral Shirt have? :-)
 
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Hypersmurf said:

DMG p117: "Green slime... drops from walls and ceilings when it detect movement (and possible food) below."
I'll take your word for it, but this text is not included in the SRD.
 


Yeah, shame on you. :p

So we either have to come up with a DC for the Ref save (or an attack bonus) or disregard the bit about dropping on food. I hope they change that in the revised Rulebooks.
 

The Green Slime is listed as a CR4 Hazard, so let's look at the numbers on some other CR4 traps.

From the SRD:
Simple Mechanical Traps
Spiked Pit Trap (60 Ft. Deep): CR 4; no attack roll necessary (6d6), +10 melee (1d4 spikes for 1d4+5 points of damage per successful hit); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).

Pit Trap (80 Ft. Deep): CR 4; no attack roll necessary (8d6); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).

Sample Magic Traps
Globe of Cold: CR 4; 20-ft.-radius sphere or hemisphere (5d6); Reflex save (DC 15) avoids; Search (DC 27); Disable Device (DC 25).

Electrified Floor: CR 4; section of floor (3d10); Reflex save (DC 14) for half damage; Search (DC 25); Disable Device (DC 25).

So, it seems like the Ref save should be set between 14-20 to class it like the similar threats.
 
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