TEXT:  
   
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  Sfnbslbcmf!Sbdft;!
  Uif!Trvpmf!
   
  A New Player Character Race For the 4th Edition Dungeons & Dragons Game 
  !
  DSFEJUT!
  !
  Author 
   J. Matthew Kubisz 
   
  Interior Illustrator & Cover Artist 
  Eugene Jaworski 
   
  Graphics Design & Layout 
  Rogue Agent, Inc. 
  Tim Adams 
  Editors 
  Stephanie D. Schubert 
  Paul Klein 
   
  4th Edition Rules Consultant 
  Michael Lenahan 
   
  Special Thanks to: 
  Ofelia J. Kubisz & Team Draconis 
  !
  Front Cover 
   
      1 
  Title, Credits, Contents   2 
  Racial Traits 
   
      3 
  Overview  
    
      4                      
  Physical Qualities 
      4          
  Ecology         
   
       5 
  Playing a Squole 
       5 
  Squole Adventurers 
       6 
  Racial Feats 
   
       6 
  Magic Ooze                        7 
  Squoles as Monsters     10 
  Squoles in Your Game   12 
  Back Cover                      13 
   
  SQUOLE & REMARKABLE RACES © 2009 Alluria Publishing. All rights reserved. 
   
  DUNGEONS  &  DRAGONS,  the  DUNGEONS  &  DRAGONS  Compatibility  Logo,  D&D,  
  PLAYER’S  HANDBOOK,  PLAYER’S  HANDBOOK  2,  DUNGEON  MASTER’S  GUIDE,  
  MONSTER  MANUAL,  MONSTER  MANUAL  2,  and  ADVENTURER’S  VAULT  are  
  trademarks  of Wizards  of  the Coast  in  the USA  and  other  countries  and  are  used with  
  permission. Certain materials, including 4E References in this publication, D&D core rules  
  mechanics,  and  all  D&D  characters  and  their  distinctive  likenesses,  are  property  of  
  Wizards of  the Coast, and are used with permission under  the Dungeons & Dragons 4th  
  Edition Game System License.  All 4E References are listed in the 4E System Reference  
  Document, available at www.wizards.com/d20.  
    
   DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo,  
  Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt;  
  and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt;  
  PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt;  
  MONSTER  MANUAL  2,  written  by  Rob  Heinsoo,  and  Chris  Sims;  Adventurer’s  Vault,  
  written by Logan Bonner, Eytan Bernstein, and Chris Sims.  © 2008, 2009 Wizards of the  
  Coast.  All rights reserved.  
   
   
  WJTJU!PVS!XFCTJUF!BU!XXX/BMMVSJBQVCMJTIJOH/DPN!
  !!!!
  DPOUFOUT
  DPOUFOUT
  DPOUFOUT
  DPOUFOUT!!!!
  ALP-RR014: 
  
   
   
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  Humanoid elemental slimes trying to improve 
  their image to the multiverse 
   
  RACIAL TRAITS 
     Average Height: 5’6” or 6’2” 
     Average Weight: 135 or 220 lb. 
   
     Ability Scores: +2 Strength,  +2 Constitution 
     Size: Medium 
     Speed: 6 squares 
     Vision: Blind, Blindsight 8 
   
      
     Languages: Common, Primordial 
     Skill Bonuses:  +2 Athletics, +2 Perception 
     Elemental Origin: Your ancestors were native to  
       the Elemental Chaos, so you are considered a       
       creature of elemental origin for the purpose of  
       effects that  relate to creature of origin. 
     Blind: You cannot detect objects or creatures by  
       sight. You cannot make Perception checks to     
       notice things beyond the range of your  
       blindsight. You are immune to gaze attacks  
       and other effects that rely on sight. 
     Blindsight:  You can clearly see creatures or  
      objects within 8 squares and within line of  
      effect, even if they are invisible or obscured.  
     Boneless:  You have a +1 racial bonus to Reflex.  
       In addition,  you can move and attack normally  
       during a Squeeze move. 
     Elemental Oozing :  When you create your  
      character, choose a damage type: acid, cold,  
      fire, or lightning. This choice remains throughout  
      your character’s life. When you make a successful  
      melee basic attack, you may add 1d4 damage of  
      the chosen type.  Increase damage to 1d6     
      damage at level 11, and 1d8 damage at level 21. 
     Elemental Resistance:   You gain resist 5 to the  
      same damage type chosen for your Elemental  
      Oozing racial feature. At 11th level, the resistance  
      improves to 10 of this same type. At 21st level, the  
      resistance improves to 15 of the same type. 
     Pliable Grasp :  When you make a Strength check  
      for grab attacks, roll twice and use either result. 
   
   
   
  
   
   
  4 
  PWFSWJFX !
  The Elemental Chaos teams with 
  mingled elements. Fire and earth create 
  great expanses of lethal lava. Water and fire 
  spin great clouds of scalding steam. 
  However, some reaches of the Elemental 
  Chaos are far less magnificent. One such 
  case is when large fragments of elemental 
  earth mingle with elemental water they 
  create the effervescently putrid realms of 
  ooze. 
  Many horrid creatures are native to 
  the dominions of ooze. In fact, most oozes, 
  slimes, and jellies that plague mortals 
  originated from these terrible realms. 
  Primordial in nature, the dripping 
  facelessness of the region’s inhabitants 
  have granted them a bad reputation among 
  mortalkind. The word slime has become 
  synonymous with evil.  Great efforts have 
  been made by forces of good to eradicate 
  these territories and their inhabitants. 
  However, not all ooze is evil. In fact, 
  most oozes and slime are completely 
  neutral; acting purely out of instinct to 
  protect themselves or to feed. Though 
  sentience and benevolence are rare among 
  oozekind, some species do exist that can 
  exhibit both. Such is the case of the 
  multicolored squoles. The squole race 
  began their existence as a collective of 
  amorphous sentient slimes. After growing 
  weary of frequent persecution, unwarranted 
  attacks, and an ever-shrinking territory, they 
  came together and completely altered the 
  form of their entire race. Using alchemical 
  formulas and arcane rituals derived from the 
  creation of gelatinous cubes, they gave 
  themselves a definable and permanent 
  appearance and shape. Squoles used 
  humans, the most well-received race of the 
  multiverse, as a model.  
   
   
   
   
  Play a squole if you want… 
  � to play a character with special 
  senses. 
  � to play a race that is good at making 
  a grab attack. 
  � to have elemental powers and 
  resistances. 
  � to be both strong and resilient. 
  � to be a member of a race that enjoys 
  the Barbarian, Fighter, and Warden 
  classes. 
  !
  QIZTJDBM!RVBMJUJFT!
  The first squoles all had the same 
  form; a fit and muscular male human.  Later, 
  they adopted an additional form; a slender 
  and well-proportioned female. Being ooze, 
  they lacked a good eye for detail, and all 
  squoles appear somewhat featureless. With 
  the exception of color, all male forms look 
  alike and all female forms look alike, as they 
  are all born from the same mold. All male-
  appearing squoles are 6’2” and 220 pounds. 
  All female-appearing squoles are 5’6” and 
  135 pounds. Many have compared the 
  appearance of a squole to that of a 
  mannequin or roughly hewn statue.  
  Diversity among the squoles is found 
  mostly in the color of their “skin,” which can 
  come in every color of the rainbow. The race 
  actually consists of several subspecies, 
  each affected by a different aspect of the 
  elemental chaos, which is reflected in their 
  color and the type of energy that they are at 
  home with. Fire squoles are reddish or 
  orange. Ice squoles are any shade of blue or 
  indigo. Lightning squoles range in color from 
  violet to deep purple. Acid squoles are 
  yellowish or green. The skin of all squoles is 
  glossy, smooth, and hairless.  
  While their bodies mimic most of the 
  features that would be found on a human, it 
  is in shape only.  No facial features are 
  actually functional or moving; a squole’s 
  eyes do not move or see, its nose and ears 
  have no inlets, and its mouth does not open.  
  They lack organs, and are somewhat 
  
   
   
  5 
  translucent; light passes through them as it 
  does through murk-tinted water.  When 
  squoles move, they appear to bend in all the 
  wrong places and are capable of motions 
  that would pale even the most skilled 
  contortionists. Their voices consist of 
  androgynous muffled gurgles.  Squoles 
  exude odor reminiscent to their energy 
  affinity; red squoles smell smoky, blue 
  squoles smell like fresh frost, green squoles 
  smell acrid, and purple squoles smell of 
  ozone. 
  !
  FDPMPHZ!
  Despite their suggestive form, sqoule 
  lack gender and reproductive facilities. In 
  fact, squoles are made-up entirely of 
  homogenous, multifunctional cells. Once per 
  decade, any squole with a full hit point total 
  can split into two squoles. The original takes 
  damage equal to half its hit points. The other 
  begins its life as a first level squole of the 
  same class of the original. They often depart 
  from each other after only a few days, as the 
  new squole is a fully functional adult with 
  rudimentary memories of its originator. 
  Squoles live about as long as humans. 
  Squole are omnivorous, and can 
  ingest any organic material simply by 
  engulfing it into any section of their body. 
  Food is digested in a matter of minutes, a 
  process visible to observers through the 
  squole’s transparent skin. They can choose 
  what they wish to ingest, expelling unsavory 
  materials at will. A squole’s sense of taste 
  and smell is very discerning, and they can 
  often tell one individual from another by its 
  scent. 
   
  QMBZJOH!B!TRVPMF!
   
  All squoles face the challenge of 
  trying to behave and interact as if they were 
  human, while having a mindset and biology 
  vastly dissimilar from a human. They exist to 
  emulate what is, to them, the most 
  successful race in creation. Consequently, 
  their behavior is highly exaggerated and 
  stereotypical. For example, if a squole 
  discovers that humans enjoy a particular 
  food, that squole might eat that food above 
  all else, all the while praising its taste (even 
  if the squole actually dislikes it). For every 
  squole, it is a struggle to understand human 
  ways. 
    
  Emotion is likewise an act of mimicry. 
  A squole loves because the object of their 
  love has met a set of parameters that they 
  believe humans require for love. Younger 
  squoles have trouble with literal 
  interpretation and seem lost at the nuances 
  of figurative meaning. By the time the squole 
  has reached venerable years, it may seem 
  extremely human, having honed its mimicry 
  act to perfection. 
   
  Aside from following in the footsteps 
  of man, squoles also aspire to make a good 
  name for ooze-kind. They typically model 
  
   
   
  6 
  their personality and role after a popular 
  human example. This human role model is 
  studied extensively and incorporated into the 
  squole’s mannerisms and outlook. 
  Eventually, a squole builds his entire 
  persona based on several human role 
  models. This is an ongoing process, and a 
  squole is constantly observing and 
  changing, endeavoring to be benevolent by 
  human standards. 
   
  Originating from primitive pools of 
  mud, squoles generally gravitate towards 
  less sophisticated means of combat. An 
  overwhelming majority of squoles are 
  Barbarians, Fighters, and Wardens. Melee 
  combat is favored, as that is where a squole 
  has the most advantage. They commonly 
  avoid long-range combat, as their senses do 
  not permit it.  
   
  Squole Characteristics: Abnormal, blunt, 
  bold, curious, determined, direct, dramatic, 
  exaggerated, fanatic, forthright, heroic, 
  militant, robotic, single-minded, unabashed, 
  unusual, valiant 
   
  Names: Squoles idealize humans, and 
  therefore have adopted their naming 
  practices. Occasionally, squoles will also 
  use names common to other humanoid 
  races. 
  !
  TRVPMF!BEWFOUVSFST!
   
  King Cedric lived more than a century 
  ago, yet his deeds lived on as a positive 
  example to mankind. Cedric the squole 
  fighter, however, still has far to go. While he 
  follows the teachings of his namesake, he 
  has faced many failures. Undaunted, he has 
  joined a group of adventurers worthy of his 
  cause. Together they vowed to uphold the 
  old ways; fight evil, end oppression, and 
  never let the works of good king Cedric 
  become unraveled. 
   
  The only blue-skinned member of his 
  tribe, William faught hard for his place. 
  Originally a prisoner, this hardy squole 
  learned quickly from his captors. The 
  primitive tribe that imprisoned him let him 
  join their cause after he won them over with 
  a respectful display of unarmed combat. 
  Now part of a small band of barbarians, 
  William never fails to impress. Their mission 
  is simple: eliminate all threats in the northern 
  steppes. Of course, the northern steppes are 
  known for their unlimited supply of peril, so 
  the task is not an easy one. 
   
  Most squoles feel a connection to the 
  natural world. Erika, however, believes 
  herself to be a living embodiment of it. As a 
  warden and a lightning squole, she certainly 
  exemplifies nature’s fury. She travels with a 
  shaman,  ranger, and druid—all on a very 
  distinct mission to eradicate the lich king’s 
  forces from the Jade Forest, and eventually 
  vanquish the evil lich himself. The group 
  learns much from each other. Erika studies 
  how to temper nature with humanity, while, 
  from Erika, the party discovers how to 
  incorporate nature into themselves. 
  !
  SBDJBM!GFBUt`!!!!!!!!!!!!`!
  Squoles have a number of feats all their 
  own.  
   
  IFSPJD!UJFS!GFBUT!!
  These feats are available to any squole 
  characters who meet the prerequisites.  
   
  ELEMENTAL ACCLIMATION [SQUOLE]   
  Prerequisites: Squole, elemental 
  resistance racial feature 
  Benefit: Increase the resist value 
  conferred by your elemental resistance by 5. 
   
  EVADE GRASP [SQUOLE]   
  Prerequisite: Squole 
  Benefit: You can attempt to escape a 
  grab with an Athletics check as a minor 
  action instead of as a move action. In 
  addition, you gain a +3 feat bonus to 
  Athletics checks to escape a grab. 
  
   
   
  7 
  POWER OOZE [SQUOLE]  
  Prerequisites: Squole, elemental 
  oozing racial feature.  
  Benefit: Deal an additional +2 damage 
  whenever you activate your elemental 
  oozing feature. This damage is the same 
  damage type as your racial feature. 
   
  QBSBHPO!UJFS!GFBUT!!
  These feats are available to any squole 
  character of 11th level or higher who meets 
  the prerequisites. 
   
  ELEMENTAL GRASP [SQUOLE] 
  Prerequisites: Squole, elemental 
  oozing racial feature.  
  Benefit: Each round that you sustain a 
  grab on your turn, you may also do damage 
  through your elemental oozing racial feature 
  as though you succeeded with a basic melee 
  attack. 
   
   HONED SENSES [SQUOLE] 
  Prerequisites: Squole, blindsight, Wis 
  13 
  Benefit: Your blindsight range 
  increases by a number of squares equal to 
  your Wisdom modifier. 
   
  FQJD!UJFS!GFBU!
  This feat is available to any squole character 
  of 21st level or higher. 
   
  LIQUEFY [SQUOLE] 
  Prerequisites: Squole, evade grasp 
  Benefit: Once per encounter as a 
  minor action, you can automatically escape a 
  grab or free yourself from all bonds or 
  shackles. 
  !
  NBHJD!PP[F!
  The squole ancestors brought many 
  beneficial slimes and oozes with them from 
  the Elemental Chaos. Among those, magic 
  ooze has become the most popular. All 
  magic oozes share the same thing in 
  common: they can become powerful magic 
  items. These magic items also have the 
  ability to revert back to a living ooze under 
  control of its master. 
  When the magic ooze transforms 
  from its magic item form, the conjured 
  creature appears in a space adjacent to the 
  conjurer, provided the space is large enough 
  to contain the creature without squeezing. 
  The creature obeys only the conjurer, 
  responding to commands spoken in any 
  language. The creature remains for one 
  encounter, until the conjurer uses a minor 
  action to dismiss it, or until it is reduced to 0 
  hit points or less. When expelled by any 
  means, the creature reverts back to magic 
  item form. The conjured creature acts on the 
  same initiative count as the conjurer. Every 
  action it takes costs the conjurer a minor 
  action (which the conjurer uses to issue 
  commands), and a conjured creature cannot 
  exceed its normal allotment of actions (a 
  standard, a move, and a minor action) 
  during its turn. If the conjurer spends no 
  minor actions on the conjurer’s turn to 
  command the creature, it remains where it is 
  without taking any actions on its turn. 
  A conjured creature has hit points, 
  defenses, and attacks as indicated in its 
  statistics block. It has no healing surges and 
  cannot be healed, though it can still benefit 
  from temporary hit points. Conjured 
  creatures lack basic attacks and therefore 
  cannot make opportunity attacks. 
   
   
   
  
   
   
  8 
  �
  �
  �
  �Helm Orb                                Level  12 
  This clear rubbery orb encompasses your 
  entire head. It protects you from drowning 
  and from becoming deafened. 
  Price: 13,000 
  Item Slot: Head 
  Property: You can breathe water as well 
  as air. 
  Property: You cannot be deafened. 
  Power (Daily): Minor Action. Use this 
  power to gain tremorsense 5 until the end 
  of your next turn. 
  Power (Daily � Conjuration, Polymorph): 
  Standard Action. The orb jumps off of your 
  head and transforms into a gelatinous orb 
  (see below for statistics).  
   
  �
  �
  �
  �Gelatinous Orb 
  Small natural beast (blind, ooze) 
  Initiative: As conjurer  Senses: Perception +9,  
                                        blindsight 10, tremorsense 5 
  HP 60; Bloodied 30 
  AC 26; Fortitude 29, Reflex 22, Will 26 Immune 
  gaze; Resist 10 acid 
  Speed 8 
  mmmmSlam (standard; at-will) � Acid 
       +17 vs AC; 2d8 + 7 damage plus 1d6 acid  
       damage.    
  mmmmEngulf Head (standard;at-will) � Acid 
       Target one Medium or smaller adjacent creature;  
       +13 vs Reflex (automatically hits an immobilized  
       creature); the orb is pulled into the target’s space,  
       the target is grabbed, dazed, and takes ongoing  
       10 acid damage until the grab ends. When the  
       grab ends, the orb shifts to a square of its  
       choosing adjacent to the creature that was  
       grabbed.  
  Translucent 
        A gelatinous orb is invisible until seen  
        (Perception DC 25) or until it attacks.  
  Alignment: Unaligned     Languages: -- 
  Str 24 (+13)      Dex 14 (+8)      Wis 7 (+4) 
  Con 20 (+11)     Int 1 (+1)        Cha 1 (+1) 
  Description: This clear gelatinous sphere rolls 
  quickly and stealthily towards its victims, trying to 
  engulf and dissolve their heads.  
  �
  �
  �
  �Slime Armor                           Level  15 
  This translucent green armor looks as if it 
  was poured onto the wearer. It allows the 
  wearer to assume an ooze-like form at a 
  price. 
  Price: 25,000 
  Armor: Scale 
  Enhancement: +3 AC 
  Power (Daily � Acid): Immediate 
  Reaction. Use this power when an enemy 
  misses you with a melee attack. The 
  attacker takes ongoing 10 acid damage 
  (save ends), and you shift 3 squares. 
  Power (Daily � Polymorph): Move 
  Action. You transform into green ooze and 
  move up to your speed. You can move 
  through small cracks and tight spaces 
  without difficulty. You automatically escape 
  a grab or bonds. While in this form, you 
  become blinded, and gain blindsight 10. 
  You can only take move actions until you 
  return to your natural form, which you can 
  do as a free action. While in slime form, 
  you take 10 acid damage at the start of 
  each of your turns until you return to your 
  natural form. 
  Power (Daily � Conjuration, Polymorph): 
  Standard Action. The armor jumps off of 
  your body and transforms into an emerald 
  slime (see below for statistics).  
   
  �
  �
  �
  �Emerald Slime 
  Medium natural beast (blind, ooze) 
  Initiative: As conjurer  Senses: Perception +15,  
                                        blindsight 10 
  HP 100; Bloodied 50 
  AC 33; Fortitude 30, Reflex 27, Will 26 
  Immune gaze; Resist 10 acid 
  Speed 6 
  mmmmSlam (minor; at-will) � Acid 
       +22 vs AC; 2d8 + 3 damage plus 1d6 acid  
       damage, and the target is grabbed (until escape).  
       An emerald slime cannot take actions other than  
       absorbing acid while grabbing a creature.    
  mmmmAbsorbing Acid (standard;at-will)  
  
   
   
  9 
        If an emerald slime begins its turn with a target  
        grabbed, it makes an attack against the grabbed  
        creature; +20 vs Reflex; 3d6 acid damage. 
        Miss: Half damage.    
  mmmmDouble Attack (standard;at-will)  
        The emerald slime makes two slam attacks.    
  Alignment: Unaligned     Languages: -- 
  Str 24 (+14)      Dex 18 (+11)      Wis 16 (+10) 
  Con 23 (+13)    Int 1 (+1)            Cha 1 (+1) 
  Description: This brilliant green amorphous ooze 
  bounds after opponents like a vicious panther. 
  Terribly ferocious in combat, the emerald slime uses 
  its slam attack to pin opponents and dissolve them 
  with its acid. 
   
  �
  �
  �
  �Sticky Weapon                        Level  7 
  This weapon appears to be made of thick 
  black tar.  
  Price: 2,600 
  Weapon: Mace 
  Enhancement: +2 attack rolls and 
  damage rolls 
  Property: On a critical hit, you may pull the 
  target adjacent to you at the beginning of 
  your next turn. 
  Power (Daily):  Free action. Use this 
  power when you hit with the weapon. The 
  target is restrained until the end of your 
  next turn. You cannot attack with this 
  weapon while the target is restrained. 
  Power (Daily � Conjuration, 
  Polymorph): Standard Action. The 
  weapon jumps out of your hands and 
  transforms into a tar jelly (see below for 
  statistics). 
   
   
  �
  �
  �
  �Tar Jelly 
  Small natural beast (blind, ooze) 
  Initiative: As conjurer  Senses: Perception +4,  
                                        tremorsense 10 
  HP 35; Bloodied 18 
  AC 19; Fortitude 22, Reflex 21, Will 20 
  Immune gaze 
  Speed 5 
  mmmmSlam (standard; at-will)  
      +12 vs Armor Class; 2d8+4 damage, and the tar  
      jelly makes a secondary attack. 
  Secondary Attack  
      +10 vs Fortitude; the target is immobilized (save  
      ends). 
  mmmmConsequential Strike (Immediate Reaction,  
       when an enemy succeeds with a melee attack  
       against the slime, at-will)  
       +10 vs Fortitude; the target is immobilized (save  
       ends).    
  mmmmAttach (minor;at-will)  
       Targets an immobilized creature of Medium-size  
       or smaller; +10 vs Fortitude; the target is  
       grabbed (escape ends).  While the target is  
       grabbed, that creature takes 10 damage at the  
       start of its turn, and when the tar jelly is hit by an  
       attack, the tar jelly takes half damage from the  
       attack and the grabbed creature takes the other  
       half. 
  Alignment: Unaligned     Languages: -- 
  Str 15 (+5)      Dex 14 (+5)      Wis 12 (+4) 
  Con 16 (+6)    Int 1 (-2)           Cha 1 (-2) 
  Description: This small black ooze bubbles and 
  bounces as it attacks. Its object is to immobilize and 
  grab opponents so it can crush the life out of them. 
   
   
   
   
   
  
   
   
  10 
  !
  !
  Trvpmf!ifsbme!
  “In the beginning, there was only ooze.” 
  Clad in chainmail and a white tabard, the 
  squole herald appears to be a holy 
  emissary. His bright red translucent skin, 
  however, seems to offset any hope of a 
  hallowed visage. 
   
  �
  �
  �
  �Squole Herald              Level 6 Skirmisher 
  Medium elemental humanoid (blind, ooze)              XP 250 
  Initiative +8    Senses Perception +8, blindsight 10 
  HP: 76; Bloodied: 38 
  AC: 20 Fortitude: 20 Reflex: 18 Will: 19 
  Resist 5 fire 
  Speed 6 
  MMMMMace (standard; at-will)  
      � Fire, Weapon 
       +11 vs AC; 1d8+4 damage plus 1d4 fire damage.    
  Combat Advantage 
      The squole herald deals an extra 1d4 fire damage      
      on melee attacks against any target it has combat  
      advantage against. 
  Slippery Step (move; at-will)     
      The squole herald moves up to 5 squares, gains a                
     +4 bonus to AC against opportunity attacks, and  
     gains combat advantage against any target that it  
     ends its move adjacent to.    
  Pliable Grasp 
     When a squole makes a Strength check  
     for grab attacks, he may roll twice and use  
     either result. 
  Alignment: Any   Languages: Common, Primordial 
  Skills Religion +8, Stealth +8 
  Str: 21 (+8) Dex: 16 (+6) Wis: 18 (+7) 
  Con: 20 (+8) Int: 16 (+6) Cha: 17 (+6) 
  Equipment: chainmail, tabard, mace 
   
  Trvpmf!Ifsbme!Ubdujdt!
  The squole herald uses slippery step to 
  move into position to gain combat 
  advantage, and therefore do the most fire 
  damage to a foe. He will continue to use 
  slippery step and his mace, each round if 
  able. 
  !
  !
  !
  Trvpmf!Nfejbups!!
  “I am quite used to being in the middle of 
  things.” 
  This violet-skinned, female-formed squole 
  wears simple leather armor and wields an 
  oaken quarterstaff. 
   
  �
  �
  �
  �Squole Mediator                Level 11 Controller  
  Medium elemental humanoid (blind, ooze)              XP 600 
  Initiative +9    Senses Perception +6, blindsight 10 
  HP: 118; Bloodied: 59 
  AC: 25 Fortitude: 25 Reflex: 23 Will: 23 
  Resist 15 lightning 
  Speed 6 
  MMMMQuarterstaff (standard; at-will)  
      � Lightning, Weapon 
       +16 vs AC; 1d8+5 damage plus 1d6+2 lightning            
       damage. 
  rrrrDazzling Bolt  (standard; at-will)  � Lightning 
     Ranged 8; +15 vs Reflex; 1d8+5 lightning   
     damage, and  the target is dazed until the end of  
     the squole mediator’s next turn. 
  rrrrMagnetic Bolt  (standard; at-will)  � Lightning 
    Ranged 10; +15 vs Reflex; 1d8+3 lightning  
    damage, and the   target is pulled 3 squares  
    towards the squole mediator.  
  ccccBlinding Blast  (standard; recharge 56
  56
  56
  56)   
     � Lightning 
     Close blast 3; +15 vs Will; 2d6+5 lightning  
     damage, and the target is blinded until the end of  
     the squole mediator’s  next turn. 
  Pliable Grasp 
     When a squole makes a Strength check  
     for grab attacks, she may roll twice and use  
     either result. 
  Alignment: Any   Languages: Common, Primordial 
  Skills Arcana +17, History +17, Religion +11 
  Str: 22 (+11) Dex: 18 (+9) Wis: 19 (+9) 
  Con: 22 (+11) Int: 18 (+9) Cha: 18 (+9) 
   
  Equipment: leather armor, quarterstaff 
  !
  Trvpmf!Nfejbups!Ubdujdt!
  The squole mediator prefers dazzling bolt 
  while enemies are over 6 squares away. He 
  may also use magnetic bolt to drag enemies 
  into range.  
  
   
   
  11 
  Trvpmf!Nvtdmf!
  “Slime to die.” 
  From the cold, shiny full plate armor, only 
  the slightest hint of glossy blue skin can be 
  seen. He raises his greatclub and gives you 
  an icy stare. 
   
  �
  �
  �
  �Squole Muscle                        Level 10 Soldier 
  Medium elemental humanoid (blind, ooze)              XP 500 
  Initiative +11  Senses Perception +7, blindsight 10 
  HP: 111; Bloodied: 55 
  AC: 26 Fortitude: 24 Reflex: 22 Will: 22 
  Resist 5 cold 
  Speed 5 
  MMMMGreatclub (standard; at-will)  
      � Cold, Weapon 
       +17 vs AC; 2d4+5 damage plus 1d4+2 cold         
       damage. 
  mmmmPushing Strike (standard; recharge 56
  56
  56
  56)  
    � Weapon 
      Requires greatclub; +17 vs AC;  2d4+5 damage,  
      and the target is pushed 1 square and knocked  
     prone. 
   Grapple (standard; sustain standard, at-will) 
     Requires combat advantage; +15 vs Reflex;  
     1d10+5 damage, and the target is grabbed (until    
     escape). A target trying to escape the grab takes a  
     -4 penalty to the check. The squoles muscle can  
     sustain the power as a standard action, dealing  
     1d8 + 2 cold damage and maintaining the grab. 
  Entangled With Foe 
      While a target is grabbed by the squole muscle,  
      and when the squole muscle is hit by an attack,  
      the squole muscle takes half damage from the  
      attack and the grabbed creature takes the other  
      half. 
  Pliable Grasp 
     When a squole makes a Strength check  
     for grab attacks, he may roll twice and use  
     either result. 
  Alignment: Any   Languages: Common, Primordial 
  Skills Intimidate +11, Stealth +12, Streetwise +11 
  Str: 23 (+11)  Dex: 18 (+9) Wis: 18 (+9) 
  Con: 23 (+11) Int: 17 (+8)  Cha: 17 (+8) 
  Equipment: plate armor, greatclub 
   
  TRVPMF!Nvtdmf!Ubdujdt!
  The squole muscle starts combat using his 
  greatclub, resorting to pushing strike when 
  overwhelmed or flanked. When bloodied, its 
  tactics change to grab the strongest opponent.!
  TMJNFMPSE!
  "I am a face for the faceless ones.” 
  Naked and frightening, this fierce-looking green 
  squole turns unnaturally towards you. It is unarmed, 
  though intimidates through movement alone.  
   
  �
  �
  �
  �Slimelord                               Level 25 Elite Artillery 
  Medium elemental humanoid (blind, ooze)         XP 14,000 
  Initiative +19 Senses Perception +16, blindsight 15 
  HP: 378; Bloodied: 189 
  AC: 39 Fortitude: 43 Reflex: 39 Will: 37 
  Resist 20 acid 
  Speed 6 
  Action points: 1 
  MMMMSlimy Fist (standard; at-will) � Acid 
     +32 vs AC; 3d8+11 acid damage, and ongoing 10  
     acid damage (save ends) . 
  RRRRGlob of Slime(standard; at-will) � Acid 
     Ranged 15; +30 vs Reflex; 2d8+9 acid damage,  
     and the target takes ongoing 10 acid damage and  
     the target takes a -2 penalty to AC and Fortitude  
     (save ends both). 
  rrrrJet of Slime(standard; daily) � Acid 
     Ranged 10; +30 vs Reflex; 5d8+9 acid damage,  
     and the target takes ongoing 10 acid damage  
     (save ends).  
     Aftereffect: Ongoing 5 acid damage (save ends). 
  Miss:  
     3d8+9 acid damage, and the target takes ongoing  
     5 acid damage (save ends). 
  ccccSlime Explosion (standard; when first bloodied,  
        encounter) � Acid 
     Close burst 5; +30 vs Fortitude; 2d8+8 acid  
     damage, and the target is pushed 3 squares. 
  Pliable Grasp 
     When a squole makes a Strength check  
     for grab attacks, she may roll twice and use  
     either result. 
  Alignment: Any   Languages: Common, Primordial 
  Skills Arcana +25, History +20, Nature +21,  
   Religion +23 
  Str: 32 (+23) Dex: 25 (+19) Wis: 25 (+19) 
  Con: 33 (+23) Int: 23 (+18) Cha: 23 (+18) 
   
   
  Tmjnfmpse!ubdujdt!
  The slimelord lobs slime at every foe, through use of 
  the glob of slime power. Getting close to a slimelord 
  offers no reprieve, as you will likely become victim to 
  its jet of slime, then its slimy fist, and finally its slime 
  explosion. 
  
   
   
  12 
  Trvpmf!Jo!Zpvs!Hbnf!
  Squoles offer an opportunity to add a 
  character to the party who has very 
  different strengths and weaknesses when it 
  comes to senses. While blindsight has 
  several distinct rewards (see in the dark, 
  immune to blindness, etc), there are also 
  several drawbacks. The first is that squoles 
  are extremely near-sighted…a foe that is 
  only nine squares away is effectively 
  invisible. This creates a certain balance, 
  where the squole will have the advantage in 
  some situations, and disadvantage in 
  others. 
  Consequentially, the squole may 
  face more of a struggle in some games 
  than in others. Scenarios with an 
  overwhelming majority of long-range 
  opponents may be extremely challenging 
  for a squole who won’t be able to see these 
  adversaries. On the other hand, if 
  opponents rely on invisibility or darkness, 
  the squole will have the upper hand. 
  Squoles in this text are presented as 
  a fairly fresh race to the world.  The exact 
  date of their migration to this world was 
  purposefully left out so the Game Master 
  can introduce them as needed. They do 
  not need to be intertwined with your 
  existing campaign history. This allows 
  them to be placed in virtually any campaign 
  setting with little work. As is, they require 
  almost no adjustment to your world to begin 
  play immediately.  
             However, if the back story will not 
  work with your campaign, there are 
  alternatives. If using the classic DUNGEONS 
  & DRAGONS
  TM  cosmology of previous 
  editions, the squole would most definitely 
  come from the paraelemental plane of 
  ooze. If other planes of existence are 
  absent entirely, the squole could have 
  naturally evolved from creatures such as 
  the ochre jelly and gelatinous cubes 
  presented in the core rule books. Another 
  possibility is that they are a cursed race of  
   
  humans that descended from a primordial 
  cult. 
   
  Whatever the case, squoles will 
  make a welcome addition to any game with 
  a new way to see things, an unusual option 
  for a player seeking to play a grappler or 
  melee type, or even a fun alternative for 
  those who want to explore a more alien 
  side of life.
  
   
   
  13 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bee!Ofx!
  Mjgf!up!
  Zpvs!
  Hbnf!
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Alluria Publishing/Remarkable Races - The Squole.pdf