Slime Lord

“I am a face for the faceless ones.”

Slime lords are the willing representatives of ooze-kind. They have learned how to work with non-sentient oozes, slimes, and jellies and use them to further their cause. A slime lord’s goal is to cultivate a positive relationship between the denizens of ooze and the world of men. Their hope is that the next time an adventurer encounters these creatures, they see an opportunity for positive gain, instead of an adversary that needs to be destroyed.

The abilities of a slime lord allow them to better locate and interact with ooze-kind. At higher levels, they can even summon an ooze to aid them in combat. In addition, closeness to these creatures has given a slime lord the ability to assume an amorphous form.

Role: Most slime lords have supporting roles and keep to the edge of battle while volleying slimes and oozes in for attack. A few use their ooze-like abilities to aid them in the thick of combat. Some even serve as scouts and spies due to their unique movement and vision capabilities.

Alignment: Slime lords are usually neutrally aligned in some aspect.

Hit Die: d8


To qualify to become a slime lord, a character must fulfill all of the following criteria:

Feats: Evade Grasp, Liquefy.

Races: Squole.

Skills: Craft (alchemy) 3 ranks, Knowledge (dungeoneering) 5 ranks, Knowledge (nature) 5 ranks.

Spells: Ability to cast summon nature’s ally III.

Class Skills

The slime lord’s class skills (and the key ability for each skill) are Craft (alchemy) (Int), Handle Animal (Cha), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Perception (Wis), and Survival (Wis).

Skill Points at Each Level: 4 + Int modifier.

Table: Slime Lord

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +1 +1 +0 Ooze whisperer +1 of existing divine spellcasting class
2nd +1 +1 +1 +1 Summon ooze (tar jelly) +1 of existing divine spellcasting class
3rd +2 +2 +2 +1 Acid resistance, slime shot (1/day) +1 of existing divine spellcasting class
4th +3 +2 +2 +1 Summon ooze (emerald ooze) +1 of existing divine spellcasting class
5th +3 +3 +3 +2 Amorphous body, slime shot (2/day) +1 of existing divine spellcasting class
6th +4 +3 +3 +2 Summon ooze (ochre jelly) +1 of existing divine spellcasting class
7th +5 +4 +4 +2 Slime shot (3/day) +1 of existing divine spellcasting class
8th +6 +4 +4 +3 Summon ooze (black pudding) +1 of existing divine spellcasting class
9th +6 +5 +5 +3 Slime shot (4/day) +1 of existing divine spellcasting class
10th +7 +5 +5 +3 Ooze traits +1 of existing divine spellcasting class

Class Features

The following are class features of the slime lord prestige class.

Weapon and Armor Proficiency: Slime lords gain no proficiency with any weapon or armor.

Spells per Day: When a new slime lord level is obtained, a slime lord gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This means that he adds the level of slime lord to the level of whatever other divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one divine spellcasting class before becoming a slime lord, he must decide to which class he adds the new level for purposes of determining spells per day.

Ooze Whisperer (Ex)

A slime lord gains a +4 competence bonus to all Perception checks or Knowledge (dungeoneering) checks to find or identify any oozes and other amorphous creatures in their line of sight. In addition, they can communicate with oozes, ask them questions, and receive answers back. The average ooze's sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions or answer questions about events outside its immediate vicinity. The ability does not make oozes any more friendly or cooperative than normal.

Summon Ooze (Ex)

A slime lord can use summon nature’s ally spells to summon powerful oozes. Oozes summoned in this manner always have the maximum number of hit points possible for its hit dice. At 2nd level, the tar jelly is added to the 3rd level list. At 4th level, the emerald ooze is added to the 4th level list. At 6th level, the ochre jelly is added to the 5th level list. At 8th level, the black pudding is added to the 6th level list.

Acid Resistance (Ex)

At 3rd level, a slime lord’s elemental resistance racial trait now grants the same resistance to acid as his other chosen energy type. If acid is the chosen energy type, this resistance increases by 5.

Slime Shot (Ex)

Also at 3rd level, a slime lord can launch balls of slime at an opponent with a range increment of 15 feet. The damage is equal to 1d6 + the level of slime lord. The type for this damage is the same type as the slime lord’s chosen racial elemental resistance at character creation. If an opponent takes damage from this attack, he is also entangled for one round from viscous slime.

At 3rd level, a slime lord can use this ability once per day, but gains another use per day every other level thereafter (5th, 7th, and 9th). At 7th level, the range increment increases to 25 feet.

Amorphous Body (Ex)

At 5th level, a slime lord’s body becomes as malleable as other oozes. It is immune to critical hits, and can move through an area as small as one-quarter his space without squeezing or one-eighth its space when squeezing.

Ooze Traits (Ex)

At 10th level, a slime lord becomes immune to flanking, paralysis, and polymorph.