The Slimes Of Galia
Thistle Slimes Base Creature of Alchemy and Cuisine in Galia
Classification: Ooze (Elemental-Biological Hybrid)
Native Regions: Forests, caves, lowland wetlands, village composts, and sewer systems of Nonuthat and Silverweave throughout Galia
Average Size: 1 ft. diameter (juvenile) to 3 ft. (fully mature)
Temperament: Passive, instinct-driven
Color Range: Green, Blue, Red
Overview:
Thistle Slimes are small, gelatinous creatures that serve as a critical component of Galia’s alchemical and culinary ecosystems. Known for their harmless demeanor and remarkable internal fluid, they are harvested widely and sustainably across the continent.
Despite their utility, Thistle Slimes are parasitic in origin. In the wild, they often hide near water sources, waiting for aquatic creatures to swallow them. Once inside, they cling to the host’s stomach lining and feed off their meals. Eventually, they migrate to the bowels and are expelled with fecal matter, where they continue to propagate. While usually harmless to the host, slimes can sometimes cause death due to internal complications.
Thistle Slimes detect prey by the breath they exhale. Loud noises or shouting can alert them. Some even drop from ceilings of dungeons, landing on adventurer’s heads and attempting to suffocate them. Despite these behaviors, they are weak and easy to kill with fire, magic, or a well-placed stab. Slimes have a notable fear of fire.
These creatures are considered the absolute weakest monster in Galia—often the first creature any fledgling adventurer encounters in their journey. Their harmless, blob-like form and commonality make them the de facto starter foe in every major adventuring guild’s training grounds.
In urban environments, particularly the sewer systems of Nonuthat and Silverweave, Thistle Slimes play an important role in waste decomposition and magical filtration. City maintenance crews and underground alchemists rely on their presence to break down bio-magical waste and stabilize alchemical byproducts.
Physical Anatomy and Harvestable Components:
Thistle Slimes are composed of three key parts that are highly sought after:
- Internal Liquid: This shimmering, semi-magical fluid is the base for nearly all potions crafted in Galia. It must be extracted fresh to retain its viscosity. If left exposed to air, it begins to dry and thicken, eventually becoming a doughy consistency known as slime dough. If properly processed and dried, it can be sliced into slime noodles.
- Internal Organs: Difficult to extract without damaging the membrane, these soft nuclei enhance the flavor of slime-based cuisine and act as powerful magical binders. Proper extraction increases the alchemical potency of the slime’s remains.
- Outer Membrane: This durable but flexible gel-like skin encases the entire creature. When killed properly, the slime can be harvested whole, keeping the membrane intact. It’s used for advanced containment, alchemical casings, and high-end culinary wrapping.
Upon death, if the slime is not processed quickly, the internal liquid will dry and harden. This results in a rubbery, dough-like material that can still be cooked. Dried slime is considered a delicacy by some Galian regions.
Lifecycle and Coloration:
- Juvenile Slimes: Highly translucent, with clearly visible core organs and fluid chambers. Soft and easy to puncture.
- Mature Slimes: Vivid in color and mostly opaque. Their membranes become more solid and pressure-resistant.
- Dying Slimes: Begin to deflate, turn a dull brown, and develop an airy, sagging structure. This brown ooze is highly toxic to most creatures but extremely nutritious for other slimes, accelerating their evolution and development.
Ooze Color Variants and Properties:
Each Thistle Slime possesses internal ooze that correlates to its color, with differing effects and applications:
- Blue Ooze: Slick and highly slippery, used in lubricants and escape potions. Often leaves surfaces coated in a sheen that causes Disadvantage on Acrobatics to resist falling.
- Red Ooze: Sticky and binding. When spilled, it clings to clothing and skin, requiring effort to remove. Used in adhesives and binding hex brews.
- Green Ooze: Mildly corrosive to fabrics and plant matter. Dissolves cloth without harming living flesh. Valued in fabric-dissolving solvents and special garment-freeing tinctures.
Culinary Preparation:
Dried slime, also known as slime dough, must be:
- Washed with citrus juice in hot water to neutralize toxicity.
- Salted and pressed to remove residual moisture.
- Dried for at least two weeks. Once cured, it can be sliced into slime noodles, a nutritious and magical ingredient often used in traveling rations or mage cuisine.
Stat Block — Thistle Slime
Tiny Ooze, unaligned
Armor Class: 8
Hit Points: 5 (2d4)
Speed: 10 ft., climb 5 ft.
STR 3 (-4)
DEX 6 (-2)
CON 10 (+0)
INT 1 (-5)
WIS 6 (-2)
CHA 1 (-5)
Skills: Stealth +2 in dim light or watery terrain
Damage Vulnerabilities: Fire
Damage Resistances: Cold, Poison
Condition Immunities: Blinded, Charmed, Deafened, Frightened
Senses: Blindsight 10 ft. (blind beyond this radius), Passive Perception 8
Languages: —
Challenge: 0 (10 XP)
Abilities:
Digestive Envelope (Recharge 5–6): When dropped on a target from above, the Thistle Slime may attempt to engulf the target’s head. The target must succeed a DC 10 Dexterity saving throw or be blinded and begin suffocating (as if underwater). The slime automatically detaches if it takes fire or force damage.
Arcane Saturation Absorption (Passive): If a Thistle Slime remains in an area infused with ambient magical energy for more than 24 hours, it slowly accumulates residual arcane properties. This enhances its alchemical value and increases its shimmer and glow. This is often exploited by potion guilds for harvesting more potent ingredients.
Evaporate on Death (Triggered): When a Thistle Slime dies, it releases a burst of cooling mist. Creatures within 5 ft. must succeed a DC 10 Constitution saving throw or have disadvantage on the next Perception check relying on sight due to condensation.
Balanced Encounter Notes:
- Intended Party Level: Level 1
- Encounter Type: Fodder swarm, environmental hazard, or potion component hunt
- Suggested Numbers: 3–8 Thistle Slimes per encounter
- Terrain Suggestions: Moist caverns, sewer tunnels, broken alchemical labs, shallow ruins
- Tactical Tips: Use as a surprise obstacle, especially with ceiling drops or water-based stealth
Carrion Slimes Bigger Variant of Thistle Slime with Minimal Differences
Classification: Ooze (Basic Variant) Native Regions: Same as Thistle Slimes – sewers, waterlogged ruins, dungeons in Nonuthat and Silverweave Average Size: 3 to 4 ft. diameter (slightly larger than Thistle Slimes) Temperament: Passive unless provoked Color Range: Same as Thistle Slimes – green, blue, or red depending on age and type
Overview:
Carrion Slimes are not a different species but simply larger, slightly older Thistle Slimes that have absorbed more ambient matter. They share every anatomical, behavioral, and environmental trait with their Thistle kin, with two only differences:
- They are slightly larger in size
- They possess 1–2 more hit points
- They have one unique ability: Corpse Bloom
Carrion Slimes are still a low-tier creature but are used as a soft escalation of challenge in sewer and dungeon encounters.
Ability Addition:
Corpse Bloom (1/Day): When a Carrion Slime is within 10 ft. of a fresh corpse (dead within the last 10 minutes), it can use its action to absorb decay. It gains temporary HP equal to 1d6, and its next melee attack deals an additional 1d4 acid damage.
Stat Block — Carrion Slime
Small Ooze, unaligned
Armor Class: 9
Hit Points: 16 (3d8 + 3) (+2 HP over a base Thistle Slime)
Speed: 15 ft., climb 10 ft.
STR 6 (−2)
DEX 8 (−1)
CON 13 (+1)
INT 1 (−5)
WIS 6 (−2)
CHA 2 (−4)
Damage Vulnerabilities: Radiant, Fire
Damage Resistances: Cold, Poison
Condition Immunities: Blinded, Charmed, Deafened, Frightened
Senses: Blindsight 15 ft., Passive Perception 8
Languages: —
Challenge: 1/8 (25 XP)
Encounter Notes:
- Intended Party Level: Level 1–2
- Encounter Type: Minor variation in standard Thistle Slime encounters
- Suggested Numbers: 1–2 Carrion Slimes among 3–6 Thistle Slimes
- Tactics: Functionally identical to Thistle Slimes. Place near corpses to take advantage of Corpse Bloom.
Tarr Slimes Chaotic Mutation of Carrion Slimes
Classification: Ooze (Aberrant Mutation) Native Regions: Can form anywhere Carrion Slimes exist Average Size: 3 to 4 ft. diameter Temperament: Hostile, unpredictable Coloration: Glossy black body with swirling rainbow tendrils and a wide jagged mouth
Origin:
Tarr Slimes are formed under a rare but catastrophic condition: when a Carrion Slime consumes another Carrion Slime of a different color. This triggers an unstable magical reaction in their biological structure, corrupting their natural chemistry and creating a Tarr — a monstrous ooze that feeds on other slimes indiscriminately.
Tarrs have no ecological function. They are dangerous mutations that spread like a disease through slime populations, multiplying with each victim they consume. A single Tarr can create dozens more in a matter of sols.
Traits & Behavior:
- Highly aggressive toward all slimes; will prioritize attacking other oozes first
- Replicates after consuming any slime, birthing another Tarr instantly
- Moves erratically, pulsing and sloshing with chaotic energy
- Cannot be tamed or reasoned with in any way
- Slime colonies will instinctively flee from a Tarr's presence
Weaknesses:
- Water Vulnerability (Daylight): A single splash of clean water destroys a Tarr instantly during the day
- Water Vulnerability (Night): At night, the first splash strips the rainbow swirls and disables replication. The second splash kills it.
- Fire Resistant: Unlike Thistle and Carrion Slimes, Tarrs have reduced vulnerability to fire
Stat Block — Tarr Slime
Medium Ooze, chaotic evil
Armor Class: 12
Hit Points: 22 (4d8 + 4)
Speed: 25 ft., climb 10 ft.
STR 14 (+2)
DEX 8 (−1)
CON 13 (+1)
INT 2 (−4)
WIS 6 (−2)
CHA 5 (−3)
Damage Vulnerabilities: Water
Damage Resistances: Cold, Fire, Bludgeoning
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Prone
Senses: Blindsight 30 ft. (blind beyond), Passive Perception 8
Languages: —
Challenge: 1 (200 XP)
Abilities:
Replicating Consumption (Recharge 6): When the Tarr Slime reduces a slime creature to 0 HP, it instantly spawns another Tarr Slime in an adjacent space. The new Tarr acts on its own initiative count.
Rainbow Glare (1/day): The Tarr flashes an erratic pulse of color in a 15 ft. cone. Creatures must succeed on a DC 12 Wisdom saving throw or be Confused (as per the Confusion spell) for 1 minute.
Water Weakness (Passive): If the Tarr takes water damage during daylight, it is instantly destroyed. At night, the first application disables Replicating Consumption; the second kills it.
Encounter Notes:
- Intended Party Level: 2–4
- Encounter Type: Hazard outbreak, slime nest corruption, containment mission
- Suggested Numbers: 1 Tarr per 5 Carrion Slimes or as a rogue threat
- Tactical Tips: Tarrs are glass cannons—eliminate quickly with water, or risk exponential swarm growth.
Slime Colonies Organized Ecosystems of Thistle, Carrion, and Tarr Slimes
Classification: Ooze Collectives
Structure: Decentralized colonies of semi-intelligent slimes
Size Range: Varies — from a dozen to hundreds of individual slimes
Primary Members: Thistle Slimes, Carrion Slimes (and rarely, Tarr)
Hazard Rating: Low to Catastrophic (depending on composition)
Overview:
Slime colonies are naturally occurring clusters of ooze creatures that operate in loosely cooperative patterns. While each slime is independently instinct-driven, colonies form through mutual benefit, pheromone-like chemical signaling, and shared feeding grounds. Colonies begin with juvenile Thistle Slimes gathering in proximity and grow in complexity over time.
These colonies can expand rapidly, covering wide stretches of terrain with nutrient-rich slime trails, dissolved organic matter, and hardened shell-like shelters. Slime colonies serve ecological roles in magical filtration, waste decomposition, and bio-matter breakdown. Their presence is often a sign of strong magical residue in an area.
Colony Hierarchy:
While slimes are not intelligent in the traditional sense, colonies tend to form in tiers:
- Outer Layer: Juvenile Thistle Slimes (highly translucent, weak)
- Middle Cluster: Mature Thistle Slimes and Carrion Slimes (opaque, territorial)
- Inner Nucleus: Carrion Slimes engaging in passive reproduction and absorption
Slimes instinctively avoid harming each other—unless disrupted by mutations. When stable, colonies operate in relative harmony.
Lifecycle:
Colonies evolve as Thistle Slimes age and shed moisture. Some develop into Carrion Slimes, which serve as anchors to the colony’s center. Colonies thrive off decaying plant matter, magical debris, and bodily remains of small animals.
- Slime Trails: Secrete potent residue useful for potion making
- Pheromone Patches: Cause Thistle Slimes to group, forming feed zones
- Moisture Pools: Sustain the fluid needs of growing Carrions
Slime Trails and Ooze Effects:
Slime trails left behind by Thistle and Carrion Slimes vary in effect depending on the internal ooze color of the slime that produced them:
- Red Ooze Trails: When consumed, allow the user to breathe underwater for 1 hour.
- Green Ooze Trails: When consumed, enable the user to breathe comfortably at high altitudes for 1 hour.
- Blue Ooze Trails: When consumed, allow the user to breathe in low-oxygen or airless underground environments for 1 hour.
These trail effects are temporary and are often harvested by potion brewers and survivalists for niche environmental adaptations.
Risk Factors:
Despite their usefulness, colonies carry multiple risks:
- Overpopulation: Can collapse nearby plant life or ruin settlements
- Tarr Mutation Risk: If a Carrion consumes another of a different color, it may mutate into a Tarr — a rogue slime with dangerous replication abilities
- Toxic Death Pools: Large slime deaths release toxic brown ooze that lingers for sols
Super Slimes
Occasionally, through highly rare environmental conditions or prolonged exposure to unstable arcane flows, a colony may produce a Super Slime—a massive, semi-sentient mutation exhibiting both elemental resistance and unique traits from all known slime variants.
These events are typically preceded by several cycles of slime death, improper disposal, or over-concentration of elemental magic.
Super Slimes exhibit the following traits: Immense size and central colony command behavior Ooze trails that alternate in color and effect rapidly * Rapid growth or replication if left uncontained Super Slimes are feared not for their aggression but for their destabilizing influence on local terrain and magical ley-lines.
Most recorded events have ended in containment or extermination by guild-sanctioned adventuring parties.
Colony-Born Aberration, Semi-Sentient Ooze of Magical Catastrophe
Gargantuan Ooze, Unaligned
Armor Class: 15 (arcane membrane)
Hit Points: 280 (21d12 + 147)
Speed: 30 ft., climb 30 ft., burrow 10 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 8 (-1) | 24 (+7) | 5 (-3) | 14 (+2) | 6 (-2) |
Saving Throws: CON +12, WIS +7
Skills: Arcana +4, Perception +7, Stealth +4 (only in dim or magical terrain)
Damage Resistances: Cold, Fire, Poison, Psychic
Damage Immunities: Bludgeoning from nonmagical weapons, Acid
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Prone
Senses: Blindsight 120 ft. (blind beyond), Tremorsense 60 ft., Passive Perception 17
Languages: —
Challenge: 13 (10,000 XP)
Traits
Oozeform Supremacy (Passive)
The Super Slime has access to the core effects of all known slime oozes. It constantly pulses with shifting internal colors—blue, green, and red—granting it one of the following effects each turn (roll d3 at the start of each round):
- 1 (Blue): All terrain within 30 ft. becomes slick. Creatures must make DC 15 Acrobatics checks or fall prone when moving.
- 2 (Green): A pungent vapor fills a 10-ft. radius. Cloth and leather-based armor gains no AC benefit that turn.
- 3 (Red): Enemies that end their turn within 15 ft. are considered grappled by sticky ooze (DC 15 STR to escape).
Leyline Disruptor (Aura)
Magical spells cast within 60 ft. of the Super Slime have a 20% chance to misfire. On a failed check, roll a wild magic surge (DM's discretion) or the spell fizzles harmlessly. This does not affect the slime's own actions.
Colony Lord
The Super Slime can communicate with any Thistle or Carrion Slime within 500 ft. via ooze pheromones. These slimes are compelled to move toward it and may combine into its body if adjacent, healing the Super Slime for 1d10 HP per absorbed slime.
Death-Born Ascendance (Mythic Trait)
When the Super Slime drops to 0 HP, if it has absorbed at least three slimes during the encounter, it reforms in 1 minute with half HP and a random elemental mutation (DM may reroll its elemental resistances and effects).
Actions
Multiattack
The Super Slime makes two Ooze Slam attacks and uses Color Pulse if available.
Ooze Slam
Melee Weapon Attack: +10 to hit, reach 15 ft., one target
Hit: 26 (4d8 + 6) bludgeoning damage + 7 (2d6) acid damage
Color Pulse (Recharge 5–6)
The Super Slime emits a 20 ft. pulse of random magic-infused ooze. All creatures in range must succeed a DC 16 Constitution saving throw or suffer one of the following (roll 1d3):
- 1: Slick Recoil — Fall prone and slide 10 ft. away.
- 2: Toxic Vapor — Disadvantage on all attack rolls for 1 minute (save ends).
- 3: Binding Threads — Restrained until freed (DC 16 STR).
Legendary Actions (3 per round)
Absorb Spawn (Costs 2 Actions)
Pulls up to 2 Carrion or Thistle Slimes within 60 ft. into its mass, regaining 2d10 HP per slime.
Trail Flood
Creates a 30-ft. trail in any direction. Any creature crossing it must save vs. the ooze effect active that round (based on Oozeform Supremacy roll).
Colony Surge (1/Day)
The Super Slime pulses violently. Up to 6 Thistle Slimes in the area evolve into Carrion Slimes. If no slimes are nearby, it instead heals 50 HP.
Lair Effects (Optional)
If the Super Slime has taken over a colony lair, the terrain becomes biologically reactive. The following effects occur while inside its lair:
- Ooze Trails grow instantly behind all creatures as they move (20 ft. range).
- Carrion Slimes spawned within the lair have maximum HP.
- Magical detection spells reveal false readings or misdirected sources.
Role in Ecosystems:
Slime colonies are crucial for:
- Alchemy: Source of slime fluids, membranes, and magical reagents
- Cuisine: Source of slime noodles and culinary-grade slime dough
- Infrastructure: Natural cleaners of magically tainted waste zones
Suppression & Handling:
Efficient containment includes:
- Regular water flushing to keep colonies from concentrating
- Magic suppression fields to prevent Arcane Saturation events
- Specialized harvesters for slime part extraction
Slime colonies can rarely give rise to powerful aberrant forms through prolonged exposure to magic and slime death cycles. These events are incredibly rare but often noted in arcane disaster records.
Comments