5e Green Slime Dmg
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Been playing with an idea for the past few days and trying to flesh it out and give it some balance. The idea started from a random thought 'Wouldn't it be cool to have an Awakened Gelatinous Cube as an ally?' Then it kinda exploded from there. Started doing some research on Juiblex(past and present forms). Searched around for similar ideas and see what others have done. I wanted to focus more on summoning and control, instead of taking on the aspects of an ooze.
Hope you enjoy it. I greatly welcome constructive criticism and brainstorming. Would love to flesh this out into something usable.
I love making homebrew class options for my players. I have a few more if this is received well.
New Eldritch Invocation:
Sticky Blast:Prerequisite: eldritch blast cantrip. When you cast eldritch blast it becomes a slimy projectile instead of a ray. If you successfully hit a creature with your eldritch blast, within 60 feet, you can expend a warlock spell slot to have the target make a Dexterity save vs your spell casting DC or become restrained. This effect only applies to the first projectile.
There needs to be a limiter on this ability, I'd rather not use spell slots as it's a severely limited resource for the Warlock. Once per short rest? idk..
Expanded Spell List:
1st - Create or Destroy Water, Grease
2nd - Web, Blindness/Deafness
3nd - Water Breathing , Stinking Cloud
4th - Evard's Black Tentacles, Control Water
5th - Insect Plague, Cloudkill
Sickening Slime: Starting at 1st level, you start to secrete a smelly slick slime that coats your body. You have advantage against grapple attempts, and anyone who comes within 5 feet of you(friend or foe) must make a Constitution save vs your spell casting DC. If a creature fails the save, they have disadvantage on their next attack roll.
This is a heavily modified version of an ability that one of Juiblex's devout followers, Duvamil, has(3.5e Book of Vile Darkness, pg 135).
Ooze Minion: Starting at 6th level, you can summon an ooze to your aid. As an action, you can shed your slimy coating onto the ground no more than 5 feet away from you and transform it into an ooze of your choosing. You regain the benefits of your Sickening Slime after you have completed a long rest. At level 6 you can summon a Gray Ooze; at level 12 you can choose to summon an Ochre Jelly, or a Gelatinous Cube; and at level 18 you can summon a Black Pudding. Once you’ve used this feature, you can’t use it again until you finish a long rest.
On each of your turns, you can use a bonus action to mentally command the ooze created by this ability. You decide what action the ooze will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the ooze will act freely and target the closest creature to it. Once given an order, the ooze continues to follow it until its task is complete. Other than its controller, it cannot determine friend from foe. It will attack any creature within its reach unless directed otherwise. The ooze that you summon remains under your control for 1 hour, after which it stops obeying any command you’ve given it.
I modeled this ability after the Animate Dead spell and the Necromancer's Undead Thrall ability(minus the boost in HP and Damage). Heavily reducing the amount of time the creature is controllable increasing the risk of it turning on you sooner. Also giving you something you can summon, then later in levels charm and hopefully befriend.
Trying to justify the CR of the summons..
Necromancer(added thrall bonus not counted in the CR)
6th level - up to 2 CR 1/4 Skeletons ~ Roughly CR 1/2(Grey Ooze CR 1/2)
11th level - up to 8 CR 1/4 Skeletons ~ Roughly CR 2(Ochre Jelly & Gelatinous Cube CR 2)
17th level - up to 14 CR 1/4 Skeletons ~ Roughly CR 3.5(Black Pudding CR 4)
Eject Slime: Starting at 10th level, you gain the ability to spew forth a patch of green slime anywhere you can see within 20 feet of you(including at a target, making a ranged spell attack) as a bonus action. The slime disintegrates after 1 hour. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
A patch of green slime covers a 5-foot square, has blindsight out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it(friend or foe). Beyond that, it has no ability to move. A creature aware of the slime's presence can avoid being struck by it with a successful Dexterity save vs your spell casting DC. Otherwise, the slime can't be avoided as it drops. A creature that comes in contact with green slime takes 2d10 acid damage. The creature takes damage again at the start of each of its turns until the slime if scraped off or destroyed. Against wood or metal, green slime deals 4d10 acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed. Any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime.
Slightly modified version of one of Juiblex's own abilities. Reducing the frequency of use, and adjusting damage appropriately via the DMG description of 'green slime'(DMG pg105) and the 'damage severity and level' chart(DMG pg249).
Mind for the Mindless(Awaken Ooze): Starting at 14th level, you can imbue an ooze of your choosing with a mind of it’s own and force it to succumb to your will. By expending a warlock spell slot, you can reach your hand into a Large or smaller ooze to start the awakening ritual, rendering the ooze unconscious for the duration of the ritual. The ritual lasts for 10 minutes, during each minute of the ritual you suffer 1d4 acid damage(10d4 in total) while your hand remains inside the ooze. It must make a Wisdom save vs your spell casting DC. If it succeeds on the save, it attacks and tries to consume you. If it fails the save, it is charmed by you. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know telepathically, to any creature within 30 feet. The awakened ooze is charmed by you for 10 days or until you or your companions do anything harmful to it. You can only have one ooze charmed this way at a time. When the charmed condition ends, the awakened ooze chooses whether to remain friendly to you, based on how you treated it while it was charmed. Once you’ve used this feature, you can’t use it again until you finish a long rest.
Heavily modified version of the Druid's Awaken spell, adding fail condition and damage taken, reducing time charmed and size of available targets trying to make up for the costs the druid has to pay for the spell.
- An ochre jelly is a yellowish ooze that can slide under doors and through narrow cracks in pursuit of creatures to devour. Monster Manual (SRD) D&D 5 › Monsters.
- It’s time to go beyond the Basic Rules. In this week’s Class 101, we examine the Battle Master, a cunning and tactical fighter archetype from the Player’s Handbook.
Traits Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrode Metal: Any nonmagical weapon made of metal that hits the ooze corrodes. Can you please do the same thing to Molds and Slimes. I know that in 5e they are not in the monster manual as perhaps with older editions, but this makes them hard to find quickly! You could even just link them to the Dungeon Hazards section like this, so you don't need to add much extra. Traits Ooze Cube: The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube.
I am a little mixed-up. I didn't realize that the tyranny of dragons season kicks off next Wednesday. I have been told that next week is supposed to be a character-making week. Is that true?I hate wasting a session on character building. If I have enough players, I want to run a session. It feels like a waste to spend that time making characters. That can be done at any other time in the week!
I picked up the full hardcover of Hoard of the Dragon Queen. I love the paper they used in the book. It's not shiny like the 4e paper, and sturdier. I don't have to worry about my greasy fingers smearing ink. The paper also somehow makes the color on each page look very.. full.. if that makes sense.
The store owner had warned me the other day to expect a flood of players. Apparently there is a lot of interest in the upcoming season! I am already over the limit with 8 players, so hopefully we can get some more DMs.
It truly fascinates me that so few people want to be a DM. I sometimes almost feel sorry for the players when I run games. They have to sit there and wait for their turn. How boring. I am constantly active as a DM. I have more than enough to do. People are missing out.
We continued our exploration of White Plume Mountain, a classic 1st edition adventure converted to 5th edition. Last time, they went through the legendary tiered room and then killed an ogre mage. Blackrazor, the soul-sucking sword, was claimed by Brony, who plays a dwarf.
The adventurers doubled back to the sphinx, and headed down the tunnel to the right which ultimately leads to Whelm).
Room 3 - The Green Slime: The hallway has 1-2 feet of water in it. Algae floats on the water. Thus, this makes it impossible for our heroes to see the GREEN SLIME lurking on the floor! What a simple, clever trap.
Brony ended up having his boots and pants burned off. Most of the group wasn't sure what to do, so they did nothing (!). Brony hooked a grappling hooked into the ceiling and climbed the rope. The slime clung to his lower half, but he had pulled it out of the water. This meant that the adventurers could target the slime!
Of course, hitting the slime causes half damage to Brony as well. And even worse, a few arrows missed the slime but hit the Brony! A final devastating swipe from the flaming sword Lawflame destroyed the slime. It was a memorable encounter.
The Flesh Golem Math Puzzle: There are flesh golems with numbers on them. They give you 60 seconds to figure out which one of them doesn't belong. I won't spoil it, but it's a fairly common math question. The paladin figured it out almost immediately, and gained a flesh golem sidekick.
The Boiling Mud Platform Room: This room is a huge cavern. Boiling mud is 50 feet below. If you fall in.. you die. Far across the room is a ledge with the exit door. Haning from the ceiling from chains are short wooden discs. Basically, you have to jump from platform to platform to cross the room. To make things worse, geysers of boiling mud shoot into the air every few minutes.
This was beyond epic. The rogue tried to jump from platform to platform. He rolled horribly. He fell into the mud. I ruled that the PCs had one round to save him before he died. More bad rolls happened, as a PC tied a rope to an arrow and shot it toward the rogue.. and rolled a one. He rolled again to see if he hit the rogue. he did. The arrow plunged into the poor rogue, and they pulled him out!
The paladin had an awesome idea. He decided to swing across the room from chain to chain, like Tarzan (or like Shia LeBouf and the CGI monkeys from Indiana Jones for you younger people). He rolled.. extremely poorly. He plunged into the mud. A rope-arrow was fired into him, and he was pulled out.
Once a PC came out of the mud, I ruled that they had 0 HP and were dying. The PCs had to administer aid or give them a potion to keep them from perishing.
The party cleric had a spell called Air Walk. This allowed him to walk across the room with no trouble at all.
5e Dmg Free
The group had gotten excited and loud. They had been drowning out the party wizard, who kept trying to tell them that she had spider climb. Finally, she got them to listen. They tied two 50 foot ropes together, and she spider climbed to the far side. The ends of the ropes were tied to convenient stalagmites or whatever. Now they could climb the rope across instead of jumping from platform to platform, right?Nope! They didn't want to climb. They wanted to use it as a zipline! What a great idea. One by one, using bows or staves, they zipped across the room. The paladin went last. A geyser went off, striking and scalding him. He held on and made it across.
Once it was over, the party realized they probably could have used the bag of holding to make this trip easier. The wizard could have carried them across in the bag one at a time (spider climb lasts for one hour).
This encounter took up the bulk of the session and was one of the greatest things I've done in D&D in years.
The Vampire: In a room full of perpetual darkness was Ctenmiir, the vampire. He charmed a rogue, negotiated a bit, and finally a brawl broke out. Darkness is interesting: The PC has disadvantage to hit, and enemies have advantage to hit him.
The vampire was defeated. His horde was sifted through - behold, the mighty hammer: Whelm! Brony has Blackrazor, which is one of the three artifacts in this adventure. He is a dwarf. Whelm is made for dwarves! It is +5 in the hands of a dwarf.
Brony literally screamed that he wanted it, and an argument broke out at the table. He wanted two artifacts? I explained to him that the whole group needed to come to a consensus. I could see people getting mad.
He rolled the rogue for Whelm. Brony won. He handed Blackrazor to Hack and Slash Guy. Brony has Whelm.