The Blob for DCC
Rarely, on a clear night, a piece of the sky falls from the limitless void, visible as a fiery streak racing downward. Most often, the sky-piece burns up before striking the ground. When it doesn’t immolate, it most often shatters into dust. But so infrequently that most astrologers believe the incidents purely mythical, the sky-piece not only makes landfall intact, but also carries within it an alien creature of horrible power and malevolent intent.
Yes, that’s right. For Dungeon Crawl Classics, here comes The Blob, that astonishingly successful B-movie that made at the box office a sum more than thirty times the film’s budget.
Star Ooze
Pulsing, transluscent near its edges, light red darkening to the color of black blood in its center, the star ooze starts its terrestrial life as a globule somewhat larger than a man’s fist. It moves via spasmodic convulsions, rolling or sliding or oozing, traveling across terrain as easily as it moves up a wall or across a ceiling. The star ooze moves slowly, steadily most of the time, but it is capable of short bursts of speed so as to strike against nearby prey. As it consumes the living tissue of warm-blooded creatures, the star ooze grows, possibly to such enormous dimensions that it could engulf an entire building.
Init -2; Atk slam +1 melee (1d3 plus grab); AC 10; HD 1d8+3; MV 15′, climb 15′; Act 1d20; SP alien mind, blindsight 60 ft., immune to damage, surge; SV Fort +3, Ref -2, Will +0; AL N.
The star ooze cannot be harmed by means either mundane or magical. Weapons pierce, slash, or bludgeon its gellid form without effect. Energy attacks, such a lightning or fire, are ineffective. Cold attacks do not cause damage, but may freeze the monster. If the star ooze’s hit points are reduced to zero by cold attacks, the creature freezes solid. Should it thaw, it then resumes its ceaseless pursuit of living flesh to consume. The star ooze seems at least marginally intelligent, capable of problem solving or learning from its mistakes. It does not communicate, and its mind is completely alien and thus impervious to charm, fear, et cetera.
The star ooze once per round may surge up to 30 feet to attack, slamming into its victim. It latches onto a larger victim or completely engulfs smaller victims, its acidic secretions melting flesh to be absorbed for nourishment. It takes the ooze 1d3 minutes to totally consume a small creature, 1d6+1 minutes for a medium creature, 1d8+2 minutes for a large creature, et cetera. Once a creature is totally consumed, the ooze gains hit points equal to one-fourth the consumed creature’s hit points. For every 5 hit points consumed, the ooze gains 1 HD and grows larger. Its attack bonus equals its HD. Increase its slam damage by +1d for each increase in size. The star ooze gains a +1 bonus to Fortitude saving throws for every two HD it gains.