D&D 3e (3.0/3.5) Rules
by Ogre Bane
This huge blue slime slithers toward you as two large pseudopods rise up from its amorphous body. An aura of chill radiates from the creature.
Cavern slimes are blue oozes that inhabit the lowest reaches or underground caverns. They stick to walls and drop down on top of their prey to suck the energy out of them with their extensive cold bodies.
Cavern slimes are about 25 feet in diameter and weigh approximately 3,500 pounds.
Cavern slimes prefer to wait for prey until they can sense them with their tremorsense or blindsense. They then wait until the right moment to drop on top of their victims, sucking the heat from them.
When cornered in combat, the cavern slime strikes at enemies with two large pseudopods that can cause extensive bludgeoning damage.
Strength Damage (Su): Due to the unnatural cold radiated by the cavern slime's body, each strike deals 1d2 points of temporary Strength damage. A Fortitude save (DC 24) is allowed to negate this effect. The save is Constitution-based.
Fast Healing (Ex): The cavern slime heals 5 points of damage each round as long as it has at least 0 hit points.
Ooze Traits: Cavern slimes are immune to all mind-affecting effects, poison, sleep effects, paralysis, polymorph, and stunning. They are blind and thus immune to all attack forms that rely on sight. Cavern slimes are not subject to critical hits or flanking and do not sleep.
Tremorsense (Ex): 90 feet.
Vulnerability to Fire (Ex): Cavern slimes take half again as much (+50%) damage from all fire-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure.
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