Slime (common)

The Common Slime is the humblest of the humble slimes. Moving no more than a few inches per second,Around Move 0.05 to 0.1, if numbers are needed. and having a mere 1 HP, Common Slimes rely on their poisonous effects to avoid predation.DFRPG: Monsters, p.48-49 They tend to look like stagnant water, grease runoff, or things too nasty to write down. 
== Tactics ==
=== Detection ===
Slimes tend to play dead when other creatures draw near, pretending to be puddles or mysterious blobs in the corners of ceilings. The worst ones hang out near archways where they can't be immediately seen.
* Slime hiding above: Vision roll at -2 -- or -5 if the delver is distracted/fleeing from something else!
** Clever Avoidance: Just as modern urbanites will look up for birds if they see bird poop on the ground, clever delvers may get used to watching the floor of a dungeon for slime drips to avoid slimes. This may not be as easy in lush areas like woodlands and jungles however, where the ground is more porous and uneven.
* Darkness penalties usually apply
=== Behavior ===
Slimes are scavengers first and foremost, cleaning up dead things from dungeons or consuming leaf litter in woodlands and jungles. While not particularly aggressive, common slimes can be very dangerous on contact. Pacifist delvers may wish to pick them up on a shield or Apport them to somewhere safe, rather than stomping them outright.Be sure to give them some informal Good Guy points for this. As slimes are fairly wet creatures, they have a resistance to fire and heat.
== Slime Effects ==
A slime attack is typically delayed by DRUsually, armor provides an extra second of time per DR. but not stopped. Slime effects can be surprisingly dangerous, requiring a HT-5 roll to resist, typically every minute for five minutes, after initial contact. Slime attacks count as a poison--resistance to poisons definitely applies here.
If the GM wishes to make the type of slime randomized, they can use a 1d and check the table below:
1d6	Variant 	Effect on HT Check
1 	Aggressively Flesh-Eating	Success means only 1 point of corrosion, failure means 1d!Applies to the body part that's hit. This ongoing damage can be very painful and distracting--shock penalties (and self-control rolls) suffer a penalty equal to damage (halved for High Pain Threshold, doubled for Low).
2-3	Flesh-Eating 	Success means no damage, failure means 1d-2 (minimum 1) corrosion. Shock penalties (and self-control rolls) apply the same.
4-5	Toxic 	Success is 1d/2 toxic (round up), failure is a full 1d.General injury, not body part based. If this adds up to over 2/3 the target's HP, they become nauseated.See DFRPG: Exploits p.65, or Nauseated status page. This effect lasts until healed above that point.
6 	Lethal 	Success is 1d toxic, failure is 2d. Otherwise has the same nauseating effects as Toxic.
== Treatment for Slime Poisoning ==
Damage from a slime attack should usually require a Neutralize Poison- or Instant Neutralize Poison spell, or a universal antidote. 
Editor's Note: If one of these is not available, have a jury rigged cure that stops the effects for a few days, allowing the PCs to seek out a hedge wizard who can cast (or teach them) the spell.
== Head-Grabbers ==
There are tales of "head-grabbing" slimes that land directly on creatures' faces,Fanon suffocating them. These may be apocryphal, but for the sake of adventure, they are modeled here:
* Size Modifier should be around -4 or -3
* Such slimes should have ST 3-5, with HP to match
* They have less (or no) poison effects, or their poisons slow prey--or make them easier to find as they weaken
* These slimes effectively have Constriction Attack, and are grappling the whole head.
== See Also ==
* Slimes (Monster Class)
* Poison (Dungeon Fantasy)
== Notes ==
== References ==