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An amorphous blob, roughly thirty feet in diameter. They're not massive creatures, but are spread out over a wide area.
Agility d4, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6
Fighting d4, Notice d12, Stealth d10
Blobs secrete a powerful acid that eats anything but stone. By making a Touch attack (+2 to Fighting), they inflict 2d8 damage. Any non-magical weapons or armor they come in contact with will most likely be ruined at the end of the round they touch it (or it touches them, in the case of weapons); on a 1-4 on d6, the item corrodes away to a smoking heap of goo.
Immune to Fear and Intimidation.
Weapons and most spells do no damage against a blob; they only cause it to split and reform (this happens whenever the blob is Shaken). They can only be harmed by fire; torches, for example, do 1d10 damage to them. Fire-based spells do full damage.
Opponents get a +2 to all attack rolls against a blob, due to its size.
Blobs are amorphous creatures. As such, they get the following bonuses: +2 to recover from Shaken; no damage from called shots; immune to poison and disease. They have no facing to speak of, and those fighting them in groups are denied any Ganging Up bonuses. Blobs can squeeze themselves through openings as small as an inch across. They can't be blinded or deafened, and ignore all lighting penalties.
Blobs have a Pace 4 and cannot Run.
Blobs can move on walls and ceilings at their normal Pace.
Original source from Butch Curry,
. Used by permission.
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