Glop General (3.5e Creature)

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Glop General[edit]

Size/Type: large ooze
Hit Dice: 1d8+9 (500 hp)
Initiative: +10
Speed: 20ft
Armor Class: 30, touch 29, flat-footed 19
Base Attack/Grapple: +12/+13
Attack: slam, punch, kick, bite
Full Attack: punch kick combo, slam then bite
Space/Reach: 20ft/5ft
Special Attacks: glop gun, fury slam
Special Qualities: darkvision, immune to poison
Saves: Fort +19, Ref +21, Will +20
Abilities: Str 19, Dex 10, Con 20, Int 30, Wis 10, Cha 21
Environment: underground
Organization: army(1 general, 5 knights, 94 scouts)
Challenge Rating: 11
Treasure: varies
Alignment: any
Level Adjustment:


Glop generals and their superiors look more like humans than their subordinates do, yet they still retain their ooze like transparancy. they also have no internal organs, but this doesn't mean they are brainless. as previously stated, glop genies have their own distinct personalities, and generals are no exception. generals tend to be hardened by years of combat, but they retain the personalities they had as scouts and knights. generals also tend to the queen as her personal bodygaurds. A colony can only have 10 generals. a general is rarely seen outside the colony, and when he is, he's never alone. all glop generals are male.


Glop generals hide behind an army of there subordinates. but they are far from weak. they attack with skill, strength, and absolutely no mercy. not a lot of beginners face a general and live to tell about it.

Glop Gun (Ex)

the general grabs a rock in his hand and "shoots" it at the enemy with incredible force.

Fury Slam (Ex)

a slam that can leave the opponent dazed.

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