![]() ![]() Thereafter, he gains one additional use per day for every two slime lords levels. ![]() The slime lord can use this ability once per day at 1st level. The transformation lasts for up to 1 round per slime lord level, though the character can change his pseudopods back into hands before the expiration of the effect as a move action. Each successful attack deals 1d6 points of damage. He can make two natural attacks with his pseudopods as a full attack action, or one attack as a standard action. As a move action, a slime lord can transform his hands into pseudopods or back into normal hands. Pseudopods (Ex): The physical form of a slime lord is more mutable than that of a normal creature of his type. Any creature struck by a slime lord's natural attack must succeed on a Fortitude save (DC 10 + slime lord level + slime lord's Con modifier) or be paralyzed for 1d4+1 rounds. ![]() Paralytic slime (Ex): A slime lord's pseudopods are coated with slime that can paralyze a foe. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks. Weapon and Armor Proficiency: Slime lords gain no proficiency with any weapon, armor, or shield. ![]()
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