Whenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
- • Jump.
Jump up to 6 squares, then attack all adjacent creatures for 1d3.
- • Tackle.
3d3.
These small creatures are the most basic of water Slimes. Being empowered by water makes them more dangerous than a basic slime, but not by much.
When you are hit with a melee attack, you move back 2 spaces and deal 2d6 fire damage to all creatures in Reach: 2.
- • Jump.
Jump up to 6 squares, then attack all adjacent creatures for 1d5.
- • Tackle.
2d5
If a hero would try to use a physical item to restore HP or heal a condition within Reach: 6, the item fails to function and is lost.
- Pseudopod.
1d6+X
Whenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
- • Jump.
Jump up to 6 squares, then attack all creatures within Reach: 2 for 3d3.
- • Tackle.
6d3+3
You have no armor against bludgeoning damage.
If encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.
- • Tackle (×4).
1d4
- • Uncontrolled Soul.
3d4+8. Range: 8. Also hits nearest creature to target. On hit: Remove all Digested.
A snail that has died and been revived as an undead.
Whenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
- • Jump.
Jump up to 8 squares, then attack all creatures within Reach: 3 for 1d33.
- • Tackle.
1d33+10
Whenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
- • Splash Around (once).
Summon 3d4 Ooze Minions (d33) within Reach: 8.
- • Jump (once/turn).
Jump up to 10 squares, then attack all creatures within Reach: 5 for 1d33.
- • Tackle.
2d33