Adopted By
Quantumboost (talk)
Original Creator: FrankTrollman
Date Adopted: 3/13/2010
Status: Complete
Editing: Spelling and Grammar only

Grimer from Fire Red/Leaf Green

Size/Type: Small Ooze (Acid)
Hit Dice: 4d10+13 (35 hp)
Initiative: -4 (-4 Dex)
Speed: 10 ft.
Armor Class: 10 (+1 size, -4 Dex, +3 natural), touch 7, flat-footed 10
Base Attack/Grapple: +3/+0
Attack: Slam +5 melee (1d2+1 and 1d6 acid)
Full Attack: Slam +5 melee (1d2+1 and 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Foul Stench, Improved Grab, Acid
Special Qualities: Blindsight 60 ft., Immunity to Acid and Poison
Saves: Fort +5, Ref -3, Will -2
Abilities: Str 13, Dex 3, Con 14, Int 5, Wis 4, Cha 14
Skills: Survival +4
Feats: Great Fortitude, Power Attack
Environment: Swamps, Middens, and Underground.
Organization: Solitary, or Moon Cult (20-30 Grimers).
Challenge Rating: 2
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 5-8 HD (Small) 9-12 HD (Medium)
Level Adjustment:

Description::A pile of sewage rises up and gazes around with vacant eyes. It smells absolutely horrible.

Sometimes, when the moon is full and bad omens abound, particularly foul smelling piles of garbage, vomit, and excrement will crawl out of the mildewing slime and take on a life of its own. These pestilent and confused globules of refuse are Grimers. They arise confused and repulsive, wandering seemingly at random, and everywhere they go they leave pungent droplets which in turn grow into a life of their own as a new generation of Grimers.

Grimers reproduce by gifting their limited sentience to refuse they pass over, but it seems doubtful that they are even cognizant that they are doing such. Grimers take no part in the rearing of their offspring, and each new generation of Grimers awakes as bewildered and lost as the ones before, and begins its thankless wanderings searching for meaning. Nevertheless, the moon seems to have a strange pull upon the Grimers, and when the moon is full, many of them may congregate briefly in one rancid-smelling place - whence they dance and comingle until sunrise, before again wandering off in a search for meaning.

Combat Edit

Tactics Round-by-Round:

Grimers are simple creatures, and usually withdraw from any serious conflict.

  • Round 0: Maintain foul stench, keep to dark corners near cracks.
  • Round 1: If cornered, charge nearest threat and cover it with acid.
  • Round 2: Repeat step one until an escape route is evident, flow away.

Acid (Ex): A Grimer is composed of a sticky and repulsive goo which rubs off on everything. It quickly dissolves organic materials it comes into contact with. A Grimer inflicts acid damage with every melee attack and upon any organic creature which strikes it with a natural melee weapon and upon any organic creature in a grapple with it (every round, regardless of the outcome of the grapple). The Grimer's acid has no effect upon creatures and objects made of metal.

Foul Stench (Ex): A Grimer smells transcendently bad. The range at which a creature can detect a Grimer's presence with the scent ability is at least 150 feet, and the time a Grimer can be tracked by scent is measured in days instead of hours. However, a creature with the scent ability within 60 feet of a Grimer must make a Fortitude save (DC 10 + 1/2 Grimer's hit dice + Con Modifier) every round or become nauseated for 1d4 rounds, and any living creature that has a sense of smell must make the same test every round it is within 10 feet of a Grimer.

The Save DC for the sample Grimer's Foul Stench is 14.

Improved Grab (Ex): If a Grimer hits with its slam attack it can immediately attempt a grapple as a free action that does not provoke an attack of opportunity or require a touch attack to complete.

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