Glop Genie (3.5e Creature)

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Glop Genie[edit]

Size/Type: small ooze
Hit Dice: 1d4+2 (30 to 75 hp)
Initiative: +2
Speed: 10ft
Armor Class: 9, touch 9, flat-footed 9
Base Attack/Grapple: +4/+5
Attack: slam
Full Attack:
Space/Reach: 5ft/30ft
Special Attacks:
Special Qualities: darkvision
Saves: Fort +18, Ref +18, Will +21
Abilities: Str 15, Dex 3, Con 12, Int 5, Wis 5, Cha 0
Skills:
Feats:
Environment: underground
Organization:
Challenge Rating: 2
Treasure: magic items
Alignment: true neutral
Advancement:
Level Adjustment: +2


'

not the strongest of the ooze type, but it makes up for its lack of strength by traveling in large numbers. the glop genie described here is on the low end of the social ladder. glop genies as a species travel in colonies, led by a king and queen. glop genie scouts are the work force of the colony. they do anything their superiors tell them to do. glop genie scouts are vaguely humanoid in appearance, but they exhibit more insect-like traits than humanoid traits. scouts aren't very strong, but they will fight to defend they're superiors. unlike many oozes, glop genies and they're ilk are capable of thought. they also, like many other creatures, have they're own distinct personalities. scouts are always neutral, and are simply intent on carrying out orders.

Combat[edit]

glop genies rely on teamwork to win battles and only seasoned adventurers can take on a group alone. that said, a single scout is an easy kill for anyone to make.




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