The bluish jelly slithered towards the party along a wall in the anticipation of a meal. Gnybaro spotted something moving ahead of the party and tugged on Chalk’s sleeve. Chalk elbowed Koram in the ribs and Valance, aware of this turn of events, politely gestured to the fighter that he was aware of what was happening.
Gnybaro retrieved a spare torch from his backpack, oiled one end, lit this spare torch with another, and threw the illuminated projectile at the moving creature. Unfortunately he overshot the distance and, while revealing a strange ambulatory slime, he also put the creature between them and a burning torch. Naturally, the creature flowed towards the soft flesh.
“Run!” Gnybaro yelped, turning to scramble up the stairs the party had just descended.
Chalk shot a fireball at the advancing menace, and the creature quivered in a most disturbing manner, apparently affected by the burning magic. Valance nodded and struck at the jelly with his staff, a lance of fire shot from the end of the staff and the monster shook even more violently.
With a shrug Koram rushed towards the thing and swung at it with his crystal sword. Suddenly the monster lashed out and Koram, who shrieked and disappeared.
“He always needs to be striking things with that stupid sword!” Chalk exclaimed while hitting the slime with another spell. This time the creature retreated, flowing up a wall passed the burning torch on the floor and slithering away.
“What do we do now?” asked a nervous Gnybaro.
“We just have to wait for him to come back, if he is lost in time, but I don’t know, if he has been transported somewhere maybe he will come back to this spot,” Chalk replied, exasperated.
Valance was busy mumbling to something behind a stalactite, the wizard and thief both knew it was some sort of spider, neither wanted to know how big. After a few minutes the cleric returned.
“Koram will return, that creature affects how we interact with time, apparently. It might be a few hours, or a day, but he will be back,” the cleric said calmly.
Chalk removed his backpack and assessed the terrain. Gnybaro began preparing for eventual monsters, the kind that seemed to always wander about randomly. Valance petted and cooed to the vicious looking spider, this one about the size of an average dog.
No. Enc.: 1 (1d4)
Movement: 60’ (20’)
Armor Class: 7
Hit Dice: 4+2
Damage: 1d6 + see below
Hoard Class: Not Applicable
This blue tinged transparent jelly sludges around in dungeons, catacombs and labyrinths, apparently up to nothing in particular, quietly nibbling on dead things and decomposing vegetation. A typical time slime weighs around 400 pounds and takes half damage from piercing and slashing weapons, but full damage from other attacks. However, when riled, the time slime will lash out with a tendril made from its mass. A successful hit will do 1d6 of bludgeoning damage and the Labyrinth Lord or referee should roll a further d6 and consult the following:
1 The one struck is transported one hour ahead in time.
2 The affected character is sent one hour back in time.
3 The victim is sent three days ahead in time.
4 The one hit by the slime is sent back three days in time.
5 The character is sent ahead one week in time.
6 The player’s character is sent back one week in time.
There is no save and the character is only moved in time, not space, those affected are immune for 1d6 hours after their return to the current time, in which case the time slime is usually waiting to for a fresh meal. Victims will not be able to communicate with fellow adventurers until the duration of the effect wears off as those affected have been cast off into the timestream. The one way of reconnecting with those lost in the altered flow of time is to stand within thirty feet of where the person was last seen holding a Time Stone (q.v.), which will bring the victim back into sync with the current time-space current.
Please note that a critical hit (a natural result of 20 to hit) will usually result in the time slime flowing over a victim to consume them. The crushing weight of 400 pounds and lack of oxygen will smother those unable to free themselves within four turns.