Metal Slime 7.0

Going hunting for treasure and profit.
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Metal Slime 7.0

Quote

Post by Strato »

During an encounter on a hunting ground, party leader rolls luck. On a 901+, a Metal Slime is added to the encounter.

{Starscourge stats are in these brackets.}

Name: Metal Slime(When Metal Slime is defeated, each party member gains 5{10} XP. You can gain a maximum of 10 XP in this manner per week.)
HP: 10{15}
MP: 10000{15000}
Physical Soak: When Metal Slime is hit, for each hit, roll luck. On a 501+, that hit deals 1 damage; otherwise it deals 0. Critical hits deal their normal damage.
Magical Soak: Immune to magic.
Initiative: 750{1000}
Block Roll(What it can block): 1s8+125{1s8+150}(Martial Arts)
Dodge Roll: 1s8+100{1s8+125}
Flatfoot Dodge: 2s8+100{2s8+125}(Disadvantage)
Reaction: 1s8+100{1s8+125}
Will Resist: Metal Slime is unaffected by all magic.
Elemental Affinity: None
Status Resistances: Immune to status ailments.
Drop/Steal: Roll luck.
1-500: 1d3{1d5} Seeds of Life(Worth 10,000 gil. When you use 5 in crafting an HP recovery item, it heals +2000 HP.)
501-950: 1d3{1d5} Molten Globules(Worth 25,000 gil. When you use 5 in crafting a weapon, it gains the natural property, Metal Slime Killer(+1 damage to Metal Slimes). When you use 5 in crafting a protective or accessory, it gains a natural property that grants 10% damage reduction to all elements.
951+: Metal Slime Gear(See below.)
Draw: Firaga
Attack Behavior: 1d3
1-Attack(1s8+125{1s8+150}, 5000{7500} damage)
2-Firaga(1s8+125{1s8+150}, 10000{15000} damage)
3-Flee



If Metal Slime Gear is dropped, it is determined as follows.

Roll 1d3. 1=Weapon, 2=Armor, 3=Accessory.

Roll 1d5 to determine material grade.
1-Bloodstone{Zoisite}
2-Lapis Lazuli/Lazurite{Malachite}
3-Zoisite{Beryl}
4-Malachite{Red Beryl}
5-Beryl{Netherite}

Roll 1d3 to determine quality.
1-Normal
2-Quality
3-Masterwork

[If weapon is rolled]

Account for the weapons used by the party and choose one at random.
Weapon comes with the natural property, Metal Slime Killer(+1 damag to metal slimes).

[If armor is rolled]

Account for the various armors & shields used by the party, and choose one at random.
Armor/shield comes with a natural property that grants 10% resistance to all elements.

[If accessory is rolled]

Roll 1d2. 1=Ring, 2=Amulet.
Roll 1d2.
1=Comes with the natural property, Metal Slime Killer(+1 damag to metal slimes).
2=Comes with a natural property that grants 10% resistance to all elements.
Last edited by Strato on April 6th, 2024, 2:53 am, edited 1 time in total.
Strato
Posts: 397
Joined: December 31st, 2008, 10:08 pm

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