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Xaaer (Death Ooze
Environment: Any underground Organization: Solitary,pair,or cabal (3–8) Challenge Rating: 10 Treasure: Double standard Advancement: 11–12 HD (Large);13–18 HD (Huge) or by class Level Adjustment: +7
* Includes a racial bonus.
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Slassans stand out as perhaps the pinnacle ofthe dramojh magical breeding experiments.Yet,unlike so many ofthose horrid experiments,it appears that no human slaves were involved.Instead,slassans are the closest things left to actual dramojh that still exist.When their masters were wiped out,the slassans fled underground,discovering a vast network ofnatural caves and tunnels known to its inhabitants as the Dark Depths.They quickly used their sorcerous powers to carve out underground kingdoms for themselves. Many slassans kidnap people from the surface world to continue their masters’ hideous magical experiments.
A slassan seems to incorporate all the worst aspects ofa serpent and a spider.It has a wide,bloated body covered in thick carapace and surrounded by eight legs—each ending in a cruel barb.Its head is vaguely serpentine and connected to its body on a long,snaky neck.Its mouth is filled with dozens ofneedlelike teeth.A typical slassan’s body measures 5 feet in diameter (not counting the legs) and weighs 400 lbs.They do not have hands to manipulate objects,so they use their telekinetic abilities or slaves for such tasks.
Slassans normally organize themselves into small groups called cabals.They never have leaders—even when one slassan is clearly more powerful than others.Instead,when in groups they operate as a gathering ofequals and make important decisions based on majority rule.They are driven by xenophobia and a desire for personal and racial power. Other creatures are simply tools to utilize or cattle to feed upon—never anything more.However,they treat each other fairly (although never kindly) and with respect.
Slassans speak Common,Draconic,and Undercommon.
Combat
A slassan has venom sacs not only in its mouth but on each leg as well.Nevertheless,they prefer to use their spell-like abilities rather than engage in melee when possible. Extremely intelligent,slassans know when to flee ifthey have to and usually have a fallback plan.They prefer to set ambushes and strike when their foes least expect it.They also like to take a few prisoners to experiment upon.
Spell-Like Abilities (Sp): At will—lesser telekinesis, read magic;3/day—animate weapon, eldritch web, detect magic, dimensional door, lesser illusory creature, lesser illusory object, invisibility, mind stab, and sorcerous blast; 1/day—conjure energy creature VI, dispel magic, greater eldritch wall, greater telekinesis lesser animate undead, and levitate. These abilities are as the spells cast by a 15th-level magister (save DC 15 + spell level),although a slassan needs no focus or somatic components.
Poison (Ex): Bite,Fortitude save (DC 17);initial and secondary damage 2d6 points oftemporary Constitution.
Poison (Ex): Claws,Fortitude save (DC 17);initial and secondary damage 2d6 points oftemporary Strength.
Quicken Spell-Like Abilities (Su): A slassan can quicken its spell-like abilities in the same way that a mage with the Quicken Spell feat can quicken her spells.It can use this ability three times per day.
Camouflage (Ex): Due to their dark coloration and natural predilection for subterfuge,slassans gain a +4 bonus to Sneak checks.
Slassan Characters
Some slassans study mystical lore in order to become true spellcasters.They prefer the magister class,although slassan witches and runethanes are not unknown.Such spellcasters also become darkbonds on occasion.
Slassan Encounter (EL 10)
The PCs must find the fabled cup ofthe dramojh,a minor artifact that transforms any liquid placed within it into a powerful acid—it’s the only thing that will destroy a cursed ring that won’t come offone PC’s finger.An akashic sage tells them that to find the cup,they must find a slassan named Tessanslas.To get to him,however,the characters must journey underground,encountering all sorts ofhazards,including magical traps and tricks created by the slassan himself.
Worst ofall—though perhaps not surprisingly— Tessanslas does not seem disposed to help them.Now they must either subdue him in battle,magically compel him,or find some way to bargain with the selfish and cruel creature.Some Diplomacy checks,or perhaps even magical divinations or akashic research,reveal that Tessanslas is an outcast even among his own kind.He will help the PCs if they can somehow get him back into the good graces ofthe other slassans—perhaps ifthey were to provide him with a powerful magical gift that he could in turn present to the others,he might cooperate.
Xaaer
Huge Ooze
Hit Dice: 14d10 + 70 (147 hp),dying/dead –6/–21 Initiative: +0 Speed: 20 feet,climb 20 feet AC: 15 (–2 size,–3 Dexterity,+10 natural) Base Attack/Grapple: +10/+22 Attack: Slam +14 melee (2d6 + 9 plus 2d6 points ofnegative energy) Full Attack: Slam +14 melee (2d6 + 9 plus 2d6 points of negative energy)
Face/Reach: 10 feet by 10 feet/10 feet Special Attacks: Fear,improved grab,negative energy, constrict 2d6 + 6 and 2d6 points ofnegative energy Special Qualities: Blindsight,ooze traits Saves: Fort +9,Ref+0,Will –1 Abilities: Str 22,Dex 4,Con 21,Int —,Wis 1,Cha 1
Environment: Any land or underground Organization: Solitary Challenge Rating: 9 Treasure: None Advancement: 15–19 HD (Huge);20–30 HD (Gargantuan) Level Adjustment: —
Xaaer (zha-AYR) are oozes fueled by negative energy—this is similar to the way an undead functions,but they were never alive to begin with.Many know them as “death oozes.” Like most oozes,the xaaer is an amorphous creature that lives only to eat.They inhabit underground areas throughout the world,scouring caverns,ruins,and dungeons in search ofliving creatures that they can drain oftheir life force and whose flesh they can consume.
A concentration ofnegative energy can give birth to a death ooze.Thus,they are often found among undead and in the lairs ofnecromancers and other dabblers in dark magic.They frequently incorporate skulls and bones into their mass,picked up as they squirm their way through the tombs and charnel houses in which they are given “life.” This fact,coupled with their dull gray,semi-transparent “flesh,” makes them difficult to see in these surroundings when motionless.
Combat
Death oozes attack any living creatures they can reach.The substance that makes up their bodies hardens at the surface, giving them a natural protection and a lot oftensile strength.They lash out with pseudopods or grapple opponents with their bodies,draining them oftheir life energy, then consuming the remains.
Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Fear (Su): Every 1d4 rounds,the negative energy within the death ooze pulses,causing creatures within 60 feet to make a Will saving throw (DC 21) or become panicked for 1d6 + 4 rounds.The mindless xaaer has no control over this ability and,in fact,it sometimes works against its ability to get at prey.
Improved Grab (Ex): To use this ability,the xaaer must hit with its slam attack.Ifit gets a hold,it can constrict.
Constrict (Ex): A xaaer deals automatic slam damage with a successful grapple check.Further,living creatures grappled by the xaaer suffer two negative levels as it drains their life force (see energy drain,below).
Negative Energy (Su): A death ooze’s touch seethes with negative energy,adding +2d6 damage to its attack.An infusion ofnegative energy from an outside source (such as a touch ofdisruption spell) heals the creature,just like an undead.Attacks and effects that affect undead also affect the xaaer (ifthe DM deems that logical).
Energy Drain (Su): The heart ofthe xaaer pulses with such potent negative energy that anyone drawn into its mass (grappled) suffers two negative levels.The xaaer gains