One unfortunate night as you lay asleep… you died. You end up being reincarnated to the land of Hyrule as you find out. You will find that you are not the only one who was pushed into this world, there are more out there. All of this, and at the same time, Ganondorf is at it again with a new plan to take over the land of Hyrule. Yet in the distance, a new Hero of Time makes his way across the land, standing up against evil. Will you help The Hero of Time or live your own life?
Played | 9 times |
Cloned | 1 times |
Created | 27 days ago |
Last Updated | Yesterday |
Visibility | Public |
Description
The Fire Chuchu is a gelatinous, lava-like creature that roams the fiery landscapes of Hyrule. When approached, it pulses with a molten glow, leaving behind a scorched mark on the ground. Known for its explosive tendencies, it erupts in a spray of flames when struck, catching unwary adventurers off-guard. Their appearance is reminiscent of a bright, red jelly blob with swirling embers trapped within its form.
Size | Small |
Type | Ooze |
CR | 1 |
XP | 20 |
Languages | Understands Primordial but cannot speak |
Armor Class | 6 |
HP Range | 10 - 20 (Avg: 15) |
Damage Vulnerabilities | Cold, Piercing, Slashing, Thunder |
Damage Resistances | Bludgeoning, Fire |
Damage Immunities | Acid |
Condition Immunities | Charmed |
Burn
If a creature touches or hits the Fire Chuchu with a melee attack, they must make a DC 4 Constitution saving throw or take 1d2 fire damage and become ignited and take an additional 1d2 fire damage at the start of their turn. The fiery condition can be extinguished by being doused in water or by taking an action to pat the flames out.
Engulf
The Chuchu Slime attempts to engulf a creature. The target must succeed on a DC 6 Strength saving throw or become engulfed, taking 1d4 acid damage at the start of its turns until it escapes.
Fire Pulse
The Fire Chuchu releases a burst of hot energy in a straight line for 15-feet range. The attacked creature must succeed on a DC 4 Dexterity saving throw or take 1d4 fire damage become ignited and take an additional 1d2 fire damage at the start of their turn, or half as much on a successful save. The fiery condition can be extinguished by being doused in water or by taking an action to pat the flames out.
Nothing
Do nothing during your turn.