Exoslime 6 (18)

The Stars are Fire

Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent protoplasm. Individual volumes of exoslime are 5 m (15 foot) diameter moldlike blobs. Exoslimes possess independent minds, but in some settings may be manufactured entities designed to explore new locations, interact with aliens, or subjugate aliens. Exoslimes can learn to respect the autonomy of other creatures, though their natural instinct is to absorb novel objects and creatures they discover in order to learn about them. Exoslimes can also replicate anything they absorb, even a previously eaten living intelligent being.

Motive: Hungers for information

Environment: Moist and warm areas (Other)

Health: 33

Damage: 6 points

Movement: Immediate; immediate when climbing or burrowing

Modifications: Speed defense as level 5 due to size

Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime's surface and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate with the slime.

Interactions: An exoslime prefers to eat a newly-encountered creature, then create a duplicate of it to act as a translator. Of course, a stranger might not understand why the exoslime is trying to eat it.

Uses: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most materials.

GM Intrusion: The character escapes an exoslime attack, but a piece of quivering protoplasm remains stuck to their flesh, eating away at 1 point of Speed damage (ignores Armor) each round until the character succeeds on a Might roll as an action.