Slimes - Jumpie

Published by Eight Star in the blog Eight Star's Work Load. Views: 261

Then, of course, the slimes that the Bubblies called on for help.​



Jumpie
Metamorphic – CR = 2
HP: 25 WP: 12
MP: 50 SP: 25
Init: +12 Hit: +4
Dodge: +12 Block: ---
Def: 6/0 M.Def: 6/0
Leap: At the cost of 5 MP, jumpies can make an attack at extended melee 2 where they ram into their target at a speed like lightning. They attack with a +20 to hit, (making +24,) and deal 2d6*4+4 lightning elemental damage. Jumpies can only do this during a charge and must take a turn moving away from the target before they can make this attack again.
Lightning Coated: Jumpies move at double their normal movement speed, (making 30’ walking and 60’ running,) giving them a very sporadic movement. If an enemy initiates a grab on a jumpie, they will take 1d6*4 lightning elemental damage as a touch attack, negating shields and magic defense.
Electrified: Their biological mass has a high amount of electrodes and copper conducting flakes in it. This leaves them with no defense against the grounding properties of stone-based crushing damage. They do, however, have doubled defense against lightning and water. They also gain 2 MP for every turn that they’ve moved on a conductive surface. (Metal, water, shag rugs, etc.)
Combination: When absorbed by another metamorphic-type creature, the creature gains Static Charge: Disperses electricity for 1 MP per jumpie absorbed to reduce incoming magic damage by 4 for every jumpie absorbed.

Base Stats:
Str: 4 End: 6
Mag: 0 Will: 6
Spd: 12 Sth: 2
Per: 4 Kno: 0

Monstrous Lore:
Check 50: Jumpies look like little rolling yellow pools surrounded by electricity. Their movements are so sporadic that they will move back and forth a lot, and leave sparks in their wake as they move. They will avoid being grounded at all costs, but are so energetic, they’re hard to dispel.
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