The ooze is a fascinating kind of creature, blurring the line between what is truly alive and what is a plant. Dungeons are rife with the things and it’s impossible to be at least a little curious about them once you’ve encountered one. Some take this to a whole other level however and attempt to establish some kind of rapport with them. Unfortunately, oozes are mindless and, beyond consuming their flesh, have little interest in anyone.

Slimelords study “oozology” (the study of oozes), which is not for the faint of heart. A slimelord must spend countless hours wading through vile oozes and often gets shoulder deep in them while engaged in his research. The rewards don’t exactly outweigh the dangers, but at least slimelords develop a unique set of abilities that prove useful in some instances. This is quite fine though as most slimelords are not mentally stable.

The disgusting slimes and smells a slimelord is often covered in makes them difficult to get along with, but some adventurers are able to stomach it for the talents they bring. As they progress in level, slimelords begin to exude ooze-like qualities and become increasingly unstable (who wouldn’t if they were handling noxious oozes all day?).

Hit Dice: d8


  • Skills: Knowledge (dungeoneering) 5 ranks, Craft (alchemy) 5 ranks
  • Spellcasting: 1st-level arcane or divine spells, or able to make to make 1st level extracts
  • Special: Must have identified at least 3 different types of oozes

Class Skills: The slimelord’s class skills (and the key ability for each skill) are Craft (Int), Disguise (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Profession (Wis), and Spellcraft (Int)

Skill Ranks At Each Level: 4 + Int Modifier

Class Features

Table: The Slimelord
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting/Extracts
1st +0 +1 +0 +0 Ooze investigation, slime bomb (3/day) +1 level of existing class
2nd +1 +1 +1 +1 Acid resistance 5, Charisma penalty -1, oozeification -
3rd +1 +2 +1 +1 Slimed, slime bomb (4/ day) +1 level of existing class
4th +2 +2 +1 +1 Slime form, Charisma penalty -2, oozeification -
5th +2 +3 +2 +2 Slime bomb (5/day) +1 level of existing class
6th +3 +3 +2 +2 Acid resistance 10, Charisma penalty -3, oozeification -
7th +3 +4 +2 +2 Slime bomb (6/day) +1 level of existing class
8th +4 +4 +3 +3 Charisma penalty -4, oozeification -
9th +4 +5 +3 +3 Slime bomb (7/day) +1 level of existing class
10th +5 +5 +3 +3 Acid immunity, Charisma penalty -5, Ooze-Brother -

Weapon and Armor Proficiency

Slimelords gain no weapon or armor proficiencies.

Spells / Extracts per Day

When an odd level of slimelord is gained, he gains new spells per day or extracts per day as if he had also gained a level in either a spellcasting class or the alchemist class he belonged to before entering the slimelord prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a slimelord, he must decide to which class he adds the new level for purposes of determining spells per day.

Slime Bomb (Su)

At 1st level, a slimelord can hurl, spit, or otherwise launch a glob of slime at their target. This allows them to, as a swift action 3 times per day, make a ranged attack against a creature. This deals 1d6 points of acid damage + the slimelords Constitution modifier. The damage of a slime bomb increases by 1d6 points for every 2 caster levels he possesses (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Each class of ooze has an additional effects are determined by the ooze investigations they slimelord has. The DC for all effects related to a slime bomb is DC 10 + 1/2 character level + Constitution modifier.

At 3rd level and every odd level thereafter a slimelord gains the ability to use a slime bomb 1 additional time per day.

Note: Alchemist's Bombs: A slime bomb may benefit from any alchemist discovery that applies to their bombs, though the damage, method of use, and number of uses per day of a slime bomb are unaffected by the bomb class feature.

Ooze Investigation

At 1st level, a slimelord can engage in magical research into a specific kind of ooze they have identified with a Knowledge (dungeoneering) check in the past. This allows them to use their slimelord class features by manifesting the characteristics of that kind of ooze. At every level after first a slimelord may select a new kind of ooze they have identified.

If a slimelord cannot confront an ooze in person he may purchase a small sample of an ooze that costs 500 GP x the HD of the creature and research the ooze for 4 hours. After he has studied it for 4 hours he can make a Knowledge (dungeoneering) check to identify it.

Oozes are broken down into 4 major types: oozes, puddings, molds*, and jellies. Identifying an ooze with one of those words in it’s name (example: “Vampiric Ooze” would be an ooze while “Black Pudding” would be a pudding) that is not expressly listed grants them the benefits of that ooze when identified. Other ones that are expressly listed (such as carnivorous blob) have more specific benefits.

* Some molds are listed as traps and may be identified as well.

Carnivorous Blob

Slime Bomb: A creature that takes a direct hit from a carnivorous blob slime bomb takes damage from the slime bomb and 1d2 point of Constitution damage if it fails a Fortitude save.

Slime Form: Whenever a slimelord in slime form takes damage, it reflexively lashes out with a slam attack. This ability effectively grants the slimelord an attack of opportunity against any adjacent foe that deals it damage. These attacks of opportunity do not count against the normal limit the slimelord can make in a round. Attacks that deal sonic or slashing damage do not trigger a reactive strike. Whenever a slimelord takes cold damage while in this form, he cannot use his reactive strike ability until after he takes his next action in combat. The reactive strike deals the slimelord’s unarmed damage.

Gelatinous Cube

Slime Bomb: A creature that takes a direct hit from a gelatinous cube slime bomb takes damage from the slime bomb and must make a Fortitude save or become paralyzed for 1 round.

Slime Form: While in gelatinous cube form a slimelord grows one size category (as per enlarge person).


Slime Bomb: A globster slime bomb can be thrown underwater without penalty from environmental effects.

Slime Form: The slimelord gains a swim speed equal to his land speed while in slime form.

Hungry Fog

Slime Bomb: A creature that takes a direct hit from a hungry fog slime bomb must make a Fortitude save or become shaken for 1d4+1 rounds.

Slime Form: A slimelord in fog form may use gaseous form as a supernatural ability once per hour using his full caster level.


Slime Bomb: A creature that takes a direct hit from a jelly slime bomb takes damage from the slime bomb and must make a Fortitude save or become stunned for 1d2+1 rounds.

Slime Form: A slimelord in jelly form is immune to electricity and gains a +4 bonus against mind-affecting effects.


Slime Bomb: A mold slime bomb damages creatures in a 30 foot cone as if it were a breath weapon. Creatures may make a Reflex save for half damage.

Slime Form: A slimelord in mold form is immune to diseases (magical or otherwise) and receives a +4 bonus on saves against poisons.


Slime Bomb: Ooze slime bombs deal minimum damage to all adjacent squares.

Slime Form: All natural attacks made from the slimelord deal an extra 1d6 acid damage. In addition, the slimelord can squeeze as if he was under the effect of the spell squeeze ARG while in this form.


Slime Bomb: Pudding slime bombs deal 1d8s of damage rather than 1d6s.

Slime Form: The slimelord can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A slimelord can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a slimelord’s CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.

Special: Creatures with “amoeba” in their name also count as puddings for the purpose of identification.


Slime Bomb: A riftcreeper slime bomb deals damage as if it was damage from a magic missile spell.

Slime Form: After being damaged by any magical effect that deals cold, electricity, fire, or sonic damage, a slimelord in riftcreeper form instantly adapts to become immune to that form of energy. A slimelord can only adapt to one of those four types of energy at a time - if it adapts to a new energy type, it loses its immunity to the previous type. Otherwise, the immunity lasts for 1 hour.


Slime Bomb: A creature that takes a direct hit from a shoggoth slime bomb takes damage from the slime bomb and is under the effect of a confusion spell for 1d2+1 rounds.

Slime Form: As a standard action, a slimelord can give voice to sounds and words sane life was not meant to hear. All creatures in a 30-foot radius must make a Will save or be confused for 1 round and take 1d4 points of Wisdom damage. A creature that saves cannot be affected by this slimelord’s maddening cacophony for 24 hours. This is a sonic mind-affecting effect. A slimelord can only use this ability every 1d6+1 rounds.

Slithering Tracker

Slime Bomb: A creature that takes a direct hit from a slithering tracker slime bomb takes damage from the slime bomb and must make a Fortitude save or become stunned for 1d2+1 rounds.

Slime Form: A slimelord in slithering tracker form gains a +8 racial bonus on Stealth checks as a result of him becoming totally transparent, and can move at full speed without taking a penalty on Stealth checks.

Verdurous Ooze

Slime Bomb: A creature that takes a direct hit from a verdurous ooze slime bomb takes damage from the slime bomb and must make a Fortitude save or fall asleep for 1d2+1 rounds (as per the spell sleep ).

Slime Form: The slimelord restores life to plants as he walks. All creatures with the plant subtype gain fast healing 5 when the slimelord is within 20 feet of them.

Oozeification (Ex)

Playing with disgusting, poisonous, noxious, dangerous oozes has a detrimental effect on a slimelord’s quality of life. While some people are immersed in his work, a slimelord’s immersion is far more literal. After bathing in oozes for a while he begins to gain ooze-like traits. At 2nd level and every even level thereafter he gains one of the following traits but takes a permanent -1 penalty to Charisma checks and Charisma based skill checks.


The slimelord’s eyes become jelly-like and a single color, granting him blindsight 30 feet.


The slimelord gains a large jiggly belly or otherwise appears to balloon up in weight as his insides swell with ooze. This grants him a +8 bonus against poisons, sleep effects, paralysis, polymorph, and stunning.


While not entirely mindless, the slimelord becomes absent-minded and vague but gains a +8 bonus on saves against all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).


The slimelord’s skin begins to secrete slimy discharges that give off a foul odor. This grants the slimelord acid resistance equal to his slimelord level x 5.


The slimelord’s skin becomes a semi-permeable membrane that can allow things inside it if he wishes. He may eat via osmosis (by holding food against his skin) and no longer needs to sleep. He may indulge in a period of 2 hours of relative low-energy activities to grant himself the benefits of a full night’s rest. While in this state he takes a -5 on all D20 rolls but may “wake up” as a move action.

Slime Time

The slimelord’s body and organs become transparent and his bones become flexible. He gains a +4 bonus on stealth checks and can move through areas at least half his size with no penalty for squeezing. The slimelord can move through a space at least one-quarter his width using the penalties for squeezing through a space at least half his width.


At 3rd level, if a slimelord has an animal companion, familiar, mount, etc its creature type changes to ooze. Slimelord levels count as levels in a class that give him an animal companion, familiar, or mount for the purpose of determining its level. Alternatively if a slimelord does not have an animal companion, familiar, or mount the slimelord gains a +4 insight bonus on damage rolls against oozes. He may select the second option if he so wishes, even if he has a familiar. Once this choice is made at 3rd level, it cannot be changed.

Slime Form (Su)

At 4th level, a slimelord can warp his flesh to take on aspects of an ooze he has studied. His flesh becomes rubbery and he gains the benefit listed for slime form for a ooze he has studied with his Ooze Investigation class feature. He may shift into this form as a full round action and out of it as a move action. He may spend 30 minutes per slimelord level per day in slime form. These minutes need not be consecutive but must be used in 1 minute increments. The DC for all effects related to slime form is DC 10 + 1/2 character level + Constitution modifier.

Slime Brother (Ex)

At 10th level, the slimelord’s type becomes an ooze and he gains all the traits of one as well. An ooze has the following qualities and may replace the benefits of some of his oozeifications:

  • Mindless: The slimelord retains his Intelligence score but is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Blind: The slimelord becomes blind but gains a blindsight 60 feet. He is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Other Immunities: The slimelord becomes immune to poison, sleep effects, paralysis, polymorph, and stunning.

In addition, the slimelord may select one of his slime forms and use it for an unlimited amount of time per day (other slime forms still rely on the normal pool of time).

Rezumar (New Race)

An ancient race, perhaps even older than the planet itself, rezumar are ooze-kin whose primitive biology mimics life’s earliest ancestors. Living in secluded bastions in some of the most inhospitable locations, rezumar live quiet lives. They are a simple race who simply wish to be left alone. Conquered hundreds of times, the rezumar slip through the fingers of their oppressors simply by virtue of outlasting them.

Rezumar reproduce via asexual reproduction, splitting themselves in half every several decades. Rezumar are genderless but tend to use male pronouns to describe themselves. This cloned creature then will do the same to produce the next generation. The new offspring is generally able to fend for itself as the process is more akin to cloning. Sleight genetic variances occur due to the rezumar’s ability to evolve over the course of its tremendously long lifespan. It is unknown exactly how long they live, though several thousand year old rezumar have been known to exist in their secluded societies.

Rezumar are legendarily passive and patient. They simply accept what is in front of them and deal with it from there. It is difficult to rile up a rezumar, their range of emotions is notoriously stable. They have a rich memory so a rezumar who is sleighted can take a hundred years to exact its revenge, if it can muster the emotions to do it.

They appear like a translucent jelly formed into the vaguely humanoid form. This body gel is thick and deceptively hard to penetrate. Bluish spidery vein-like nerves spiral through their body, visible from the outside and a series of small walnut “sub-brains” dot their body at the place where a human would have a joint. A small multi-lobe brain sits in their head with a cluster of nerve tendrils extending to floating eyes and small ear holes. A vague “spine” forms a ridge along their back and is really just a cluster of the nerve bundles. To eat they simply absorb material, letting it break down and be digested by their body. It is not unlikely to see a few scraps of a recent meal floating in the mixture of their body.

Rezumar walk with a wobbling gait but seem to have an odd grace about their stride. They are extremely flexible, able to wrap their boneless forms into many shapes. They body works on a system of hydraulic pressure via nerve signals and adjusted densities. A rezumar can generate as much force as a human’s body of equivalent age and training. Most have a slightly weighted look, hunching or sagging slightly when they not paying attention.

Many believe there is a link between rezumar and the end of time. They may have been alien creature dropped off to seed the planet before other life could exist (or they wiped them out). Other theories include that they are heralds of an interdimensional conqueror or scions of the old ones. For their part, the rezumar have very little interest in such things and tend to find themselves more consumed with the day to day survival of their race rather than ancient history.

ABILITY SCORE RACIAL TRAITS: Rezumar have a boneless, fluid body and even though they have multiple brains, are not particularly bright. They compensate for this with a rich genetic memory that forewarns even the youngest rezumar. They gain +2 Dexterity, +2 Wisdom, and -2 Intelligence.

TYPE: Rezumar are humanoids with the rezumar subtype.

SIZE: Rezumar are Medium creatures and thus receive no bonuses or penalties due to their size.

BASE SPEED: Rezumar have a base speed of 20 feet. They are sluggish and slow moving, despite the grace with which they move.

LANGUAGES: Rezumar begin play speaking Common. Rezumar with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

OOZELING: While rezumar are humanoids, they share a number of qualities with oozes. For the purpose of spells, feats, and effects that affect oozes rezumar count as both oozes and humanoids. Because of this an rezumar has the following characteristics:

  • Immunity to poison and sleep effects
  • 25% chance to ignore polymorph, paralysis, stunning, critical hits, and extra damage from precision-based attacks, such as sneak attack.
  • Rezumar eat and breathe, but do not sleep. A rezumar can spend 2 hours in a low energy state once per day in order to recover energy as if they had rested for 8 hours. This allows them to regain the use of class features that would reset after 8 hours. During this period, the rezumar must not move more than 5 feet, is staggered, cannot focus, and cannot do any work other than shifting around and observing. A rezumar can awaken itself as a standard action.

FLUID FORM: A rezumar can move through areas at least half its size with no penalty for squeezing. It can move through a space at least one-quarter its width using the penalties for squeezing through a space at least half its width.

OLD ONES: Rezumar sorcerers with the aberrant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are members of this race with the Madness domain use their domain powers and spells at +1 caster level. This trait does not give rezumar early access to level-based powers; it only affects powers that they could already use without this trait.

STORAGE SPACE: A rezumar can store objects inside his own body like a backpack. It has about 2x2 sq feet of space and no object inside them can weigh more than 3 lbs. Objects heavier than this cannot be suspended in the rezumar’s body gel and will fall out.

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