Olothec
Level 6 SoloMight
4Agility
-1Reason
4Intuition
2Presence
3Solo Monster
Solo Turns The olothec takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the olothec can take one action and one maneuver per turn.
End Effect At the end of their turn, the olothec can take 10 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Gelatinosis
A creature permanently devolves into a slime servant if they spend 1 continuous minute weakened by Devolving Tentacles, they are reduced to 0 or lower Stamina by the psychic damage from Devolving Tentacles, or they suffer all three transformations from Oozing Transformation.
Devolving Tentacles (Action) ♦ 2d10 + 4 ♦ Signature
M<2 weakened or slimed (save ends) 12—16: 17 damage;
M<3 weakened or slimed (save ends) 17+: 20 damage;
M<4 weakened and slimed (save ends)
A slimed target takes 4 psychic damage whenever they roll power until the condition ends.
Slime Spew (Action) ♦ 2d10 + 4
A<2 push (special) 12—16: 10 acid damage;
A<3 push (special) 17+: 13 acid damage;
A<4 push (special), prone
A creature pushed by this ability is pushed to the squares within the line that are furthest from the olothec.
The affected area becomes difficult terrain. A creature that enters an affected square for the first time during a turn is A<3 knocked prone.
Oozing Transformation (Action) ♦ 2d10 + 4 ♦ 2 Malice VP
I<2 transformed (save ends) 12—16: 20 psychic damage;
I<3 transformed (save ends) 17+: 23 psychic damage;
I<4 transformed (save ends)
Each time a creature is transformed, the Director chooses one of the following transformations. When a creature ends the transformed effect, all transformations end.
The creature’s head becomes a ball of slime. They cannot communicate and they can’t establish line of effect beyond 3 squares.
The creature’s legs become pillars of ooze. They are slowed while on land and add the swim keyword to their speed.
The creature’s arms become gelatinous. They can’t benefit from edges or surges.
Jaunt (Maneuver)
The olothec teleports to an unoccupied square within 10 or swaps places with a creature or object within 5.
Liquify (Triggered Action)
The target takes 8 psychic damage and gains psychic weakness 3 until the end of the olothec’s next turn.
Primordial Mind
The olothec is immune to the frightened and taunted conditions.
Slime Sense
A slimed or transformed creature can’t be hidden or concealed from the olothec.
Horrifying Form (Villain Action 1) ♦ 2d10 + 4
P<2 frightened (save ends) 12—16: 14 psychic damage;
P<3 frightened (save ends) 17+: 17 psychic damage;
P<4 frightened (save ends)
This ability targets each enemy the olothec has line of effect to. A frightened enemy can’t save against any other effect until they are no longer frightened.
Psychic Pulse (Villain Action 2)
Each target takes 12 psychic damage, slides 5, and is M<3 weakened and slimed (save ends) (see devolving tentacles). The olothec has damage immunity 4 until the start of their next turn.
Return to Perfection (Villain Action 3) ♦ 2d10 + 4
R<2 devolved (save ends) 12—16: 13 psychic damage;
R<3 devolved (save ends) 17+: 16 psychic damage;
R<4 devolved (save ends)
A devolved creature has a -1 modifier to all their characteristic scores other than Reason until the condition ends.