Baby Yellow Slime
Moderate Threat

Size: 1/2
Move: 10
Height Range: 1-2ft
Bonus HP & Melee: -5
Natural Armor: +30
Size Category: Small
Food/day: —
Weight Range: 30-40lbs
All Weapon Range: +0
Life Expectancy: —
Stats & Hit Points
Combat Level: 0
Body: 0
Reflex: —
Armor: 30
Shield: +0 Front Armor
HP: 15
Mind: —
Presence: —
Aggro: “Closest Enemy”
Total Front Armor: 30
They do not assess threats before striking, but they will flee if their HP is reduced below 1/2 of it’s normal total HP. They do not need to attack or defend themselves in a traditional way. They simply occupy the same tile as their target & stun them endlessly while they slowly absorb the life out of them. Unless the Yellow Slime’s target has allies, can climb nearby terrain in time, or have immunity to the bolt spell — their fate is sealed.
Bonuses In Combat
(stats & skills combined)
N/A
Description & Habits
The Baby Yellow Slime is the weakest variant in the Yellow Slime family. It has a shape of a gumdrop candy. It is semitranslucent & similar in appearance to lemon-flavored gelatin.
All Yellow Slime creatures are solitary. They are instinctual in nature. They simply roam around, looking for food. They will hunt anything that moves, regardless it’s size. Bunnies, deer, buffalo, even drakes might be their next food source. Once an area becomes hard to hunt, they move on to the next zone. Since they get no bonus to hunting, that is usually once the zone has reached 21 for the hunting target number.
As Yellow Slime creatures age, they grow in size. The process is slow. But eventually they can get nearly 12 feet across at their base (4×4 tiles), & similar in height. Unlike other creatures, a Yellow Slime can occupy the same tile as their target regardless of their size. Sometimes suffocating them accidentally as they feed on their life essence.
- Bolt – range: 1 – effect: Applies the shock Shock* status effect to target until the target’s next turn in combat. *Shock completely revokes any dice that would normally be used for their next received Contested-Action against them. If they had any uncontested-actions held in reserve, they are forfeited. They still get to add their associated stat & skill vs actions against them. They still get armor bonuses if they are successfully hit. ↩︎
- HP Drain – range: 0 – effect: Absorbs HP from target healing self. HP Drain ignores armor. ↩︎