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Dungeon Hazard - Obsidian Slime

Working on a new adventure for the blog (A 5-minute adventure ... anyone remember those?) for White Box S&W. below is one of the hazards the players will contend with.

Obsidian Slime
The cavern was like some dark god’s garden. Statues of animals, people, fae in all manner of poses and situations littered the place. The floor was black and smooth to the touch. It was beautiful in its way, deadly too.

Obsidian Slime is less a monster as much as a hazard of the deep underground. Obsidian Slimes grow on the ceilings of mane caves and appear to be as hard as the black glass they resemble. However, this is but a default defense for the slime to protect it from any creature that may try to harm it. When not hard the Slime is tar-like and typically drips from the ceiling of a cave. Any living thing that comes into contact with the Obsidian Slime is doomed to become Obsidian Slime (Save negates). It is immune to fire and ice and the transformation can only be postponed by a cure disease spell. Once the Slime enters the body it will always be there.


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Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.