TEXT: Reviewer: Steven Marsh
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  STEVE JACKSON GAMES
  Stock #37-0329 
  Version 1.1 – June 2015
  ®
  GURPS System Design z STEVE JACKSON
  GURPS Line Editor z SEAN PUNCH
  Assistant GURPS Line Editor z JASON “PK” LEVINE
  GURPS Project Manager z STEVEN MARSH
  Production Artist and Indexer z NIKOLA VRTIS
  GURPS FAQ Maintainer z  
  VICKY “MOLOKH” KOLENKO
  Chief Executive Officer z PHILIP REED
  Chief Operating Officer z SAMUEL MITSCHKE
  Managing Editor z MIRANDA HORNER
  Marketing Director z BRIAN ENGARD
  Director of Sales z ROSS JEPSON
  Page Design z PHIL REED and JUSTIN DE WITT
   Art Direction and Prepress Checker z NIKKI VRTIS
  TM
  TM
  Written by SEAN PUNCH
  Illustrated by ALEX FERNANDEZ, 
  DENIS LOUBET, and NIKOLA VRTIS
  
  IntroductIon  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Publication History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Reading Goo Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  1 . the Goo  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Glossary of Goo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Gooey Bodies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Gooey Minds and Perceptions. . . . . . . . . . . . . . . . . . . . . . 4
  Fungi .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Fee-Fi-Fo-Fungus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Fun Goos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Jellies .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Goo Things Come to Those Who Wait . . . . . . . . . . . . . . . . 8
  Jelly Jams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Molds .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Molding the Encounter. . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Breaking the Mold. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  oozes . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  It Pursooze!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Scrapes and Broozes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Puddings .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Pudding Things in Perspective . . . . . . . . . . . . . . . . . . . . . 14
  A Bit Chewy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  sliMes .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  He Slimed Me!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Kill It With Fire! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  sPore .Clouds . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17
  Offensive Stuff. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Cloudbusting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  2 . SlImIn’ It  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .19
  Know Your Goo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Gooey Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Gooey Themes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Gooey Loot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Just the Goo Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Index .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .21
  goo .index .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
   
  Contents 
  2
  Contents
  About GURPS
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  gurps.sjgames.com/dungeonfantasymonsters2/.
  Bibliographies. Many of our books have extensive bib-
  liographies, and we’re putting them online – with links 
  to let you buy the resources that interest you! Go to each 
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  we do our best to fix our errors. Up-to-date errata pages 
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  Rules and statistics in this book are specifically for 
  the GURPS Basic Set, Fourth Edition. Page references 
  that begin with B refer to that book, not this one.
  An elf from the wood came across
  A growth he was sure was a moss
  Turned out to be slime
  Just biding its time
  Hey, a liquefied elf is no loss!
  – Dwarven graffiti
  
  Most slime is only dangerous if touched or if it drips on a 
  careless delver.
  – GURPS Dungeon Fantasy 2: Dungeons
  From the dawn of dungeon fantasy, a pillar 
  of the genre has been goo that falls (well, drips) 
  somewhere between “passive hazard” and “active 
  enemy.” It appears in countless colors and might 
  sit and wait, ooze along slowly, or aggressively 
  pursue anything that moves. Defeating it brings 
  neither the fame and riches of slaying a dragon 
  nor the sense of moral achievement of banishing 
  a demon, yet can be a challenge equal to either. As fans of old-
  timey hack ’n’ slash are acutely aware, this class of monster 
  has such a broad range of immunities and noxious, insidious 
  attacks that there’s little an adventurer can do but weather the 
  storm . . . often after precious gear or a slower-moving friend 
  has been dissolved!
  Welcome to the moist, unpleasant world of fungi, jellies, 
  molds, oozes, puddings, slimes, and spores.
  PubliCAtion History
  This is the first edition of GURPS Dungeon Fantasy 
  Monsters 2: Icky Goo. It starts from the definition of Slime-
  class monsters in GURPS Dungeon Fantasy 2: Dungeons 
  and GURPS Dungeon Fantasy Monsters 1, but all creature 
  stats are new to this work.
  About tHe AutHor
  Sean “Dr. Kromm” Punch set out to become a particle 
  physicist in 1985, ended up the GURPS Line Editor in 1995, 
  and has engineered rules for almost every GURPS prod-
  uct since. He developed, edited, or wrote dozens of GURPS 
  Third Edition projects between 1995 and 2002. In 2004, he 
  produced the GURPS Basic Set, Fourth Edition with David 
  Pulver. Since then, he has created GURPS Powers (with Phil 
  Masters), GURPS Martial Arts (with Peter Dell’Orto), GURPS 
  Zombies, and the GURPS Action, GURPS Dungeon Fantasy, 
  and GURPS Power-Ups series . . . among many other things. 
  Sean has been a gamer since 1979. His big non-gaming inter-
  ests are mixology and Argentine tango. He lives in Montréal, 
  Québec with his wife, Bonnie, and their cat, Zephyra.
   
  introduCtion 
  3
  introduCtion
  Killed by a green slime, while 
  helpless.
  – NetHack
  reAding goo stAts
  The goo in GURPS Dungeon Fantasy Monsters 2: 
  Icky Goo uses the stats format from p. 21 of GURPS 
  Dungeon Fantasy 2: Dungeons. Character-point values 
  aren’t shown because these creatures are highly unsuit-
  able as Allies or Alternate Forms and possess many abili-
  ties that are difficult to represent using advantages.
  ST, DX, IQ, HT, HP, Will, Per, FP, Speed, and Move: These 
  basic attributes and secondary characteristics mean 
  exactly what they do for heroes and every other creature 
  in GURPS. Goo with ST 0 cannot pick up objects, grapple, 
  or be usefully grappled. Most goo has IQ 0; its actions are 
  reflexive and it’s immune to Influence rolls, mind control, 
  Fright Checks, and so on because it has no mind.
  SM: This affects all rolls to hit the goo. Multiply the 
  energy cost to cast Regular spells on it by (1 + SM). The 
  stats already reflect other effects, such as increased Reach.
  Dodge and Parry: Dodge is prefigured from Basic Speed 
  and already includes bonuses for Combat Reflexes and 
  Enhanced Dodge – don’t add these again. No goo can 
  parry; Parry is always “N/A.”
  DR: This is total DR from natural and supernatural 
  sources. Goo cannot wear armor, but the GM may add 
  more DR if, say, a mad druid pours an invulnerability 
  potion into a slime.
  Attacks: These are listed by attack name. For strikes and 
  grapples, the number in parentheses is effective skill. For 
  afflictions, curses, venoms, and the like, it’s the resistance 
  roll, which might be a simple attribute roll or a Quick Con-
  test against the victim’s score. Damage scores are final, 
  and already consider bonuses for skills and advantages.
  Traits: Advantages or disadvantages important in dun-
  geon fantasy. For brevity’s sake, DR and attacks aren’t 
  listed a second time, and “color” traits don’t appear at all. 
  If it matters that some goo is unusually attractive and suf-
  fers from Weirdness Magnet, the GM can adjust it to taste 
  (yuck!).
  Skills: Any skills possessed by all goo of this type. Most 
  goo is IQ 1 at best – simply having skills would make it a 
  truly exceptional specimen!
  Class: Goo is nearly always Slime and thus immune to 
  most Animal and Plant spells. Fungi count as Plant and 
  are affected by Plant spells.
  Notes: Anything else of importance – including expla-
  nations of stats with an asterisk (*) on them and excep-
  tions to listed stats or these guidelines.
  
   
  tHe goo 
  4
  To clear up something right away: Sages describe goo using 
  such terms as “fungus,” “mold,” and “spore,” but any simi-
  larity to biological usage is coincidental. In dungeon fantasy, 
  supernatural forces militate against consistent classification, 
  scholars lack such scientific concepts as “cell” and “eukary-
  ote,” and the instruments needed to improve on any of this are 
  beyond even guildmaster artificers. Instead, delvers rely on an 
  empirical scheme that has served them well for generations; 
  see Glossary of Goo (below).
  Gooey Bodies
  Goo lacks most of the weaknesses of complex organisms 
  that have internal organs, eyeballs, debts, and regrets. It is 
  universally immune to bleeding, blinding, disease, pain, poi-
  son, sleep, and suffocation, and has neither vital areas to 
  attack nor discrete body parts to cripple. Its amorphous inter-
  nal structure means that if it has ST 1+, it divides BL by four 
  when it tries to lift, carry, or pull rather than push (goo with 
  ST 0 can’t do any of these things). A pair of mutually exclusive 
  meta-traits sum up these details:
  Runny Goo: Doesn’t Breathe; Doesn’t Sleep; High Pain 
  Threshold; Immunity to Metabolic Hazards; Injury Tolerance 
  (Diffuse; Infiltration, Can ooze under barriers and through 
  tiny holes); Injury Tolerance (No Eyes, No Head, No Neck); 
  Invertebrate. Notes: Impaling or piercing damage inflicts at 
  most 1 HP per attack; other damage is capped at 2 HP per 
  attack. Only area-effect, cone, or explosion attacks cause nor-
  mal injury. If the goo can move, it can flow through the tiniest 
  crack or hole regardless of SM.
  Spongy Goo: Doesn’t Breathe; Doesn’t Sleep; High Pain 
  Threshold; Immunity to Metabolic Hazards; Injury Tolerance 
  (Homogenous, No Blood, No Eyes, No Head, No Neck); Inver-
  tebrate. Notes: Impaling and huge piercing damage have a 
  wounding modifier of ¥1/2; large piercing, ¥1/3; piercing, ¥1/5; 
  and small piercing, ¥1/10. Other attacks work normally. If the 
  goo can move, subtract two from SM to determine what 
  openings it can traverse.
  No Legs is also a given, but the variety – usually 
  Slithers, occasionally Sessile, and rarely Aerial – is 
  independent of these meta-traits. Similar thinking 
  holds for the choice between No Manipulators and No 
  Fine Manipulators, which depends on whether the goo 
  can manifest pseudopodia. Many other physical abili-
  ties are fitting and common, but not universal: Amphib-
  ious (no goo can drown, but some is distressingly good 
  at squidging through water), Clinging, Damage Reduc-
  tion (see Monsters 1, p. 35), Slippery (lichen-like molds 
  and rugose puddings are rough, however), and Tem-
  perature Tolerance.
  Gooey Minds and Perceptions
  Most goo has IQ 0. The IQ 1+ kinds are no easier to 
  control, influence, or scare; they have Immunity to Mind 
  Control, Indomitable, and Unfazeable. Such “smart” goo 
  might possess skills and always has the Wild Animal 
  meta-trait. This doesn’t make it an animal for the purpose 
  of spells – goo is rarely affected by any sort of control.
  Goo detects threats by shadow, scent, touch (eww!), 
  and vibrations. It possesses all the senses of humanoids 
  despite lacking the associated organs. Most goo can respond 
  to enemies (that is, prey) all around it through some combi-
  nation of Danger Sense, Detect (modified with Precise), and 
  Vibration Sense; it has no “back” and fights unpenalized 
  against anything it can detect with a Sense roll, regardless of 
  relative position or light level. If it does depend on vision, it 
  inevitably boasts 360° Vision and Dark Vision.
  CHAPter one
  tHe goo
  Goo lacks the weaknesses 
  of organisms that have internal 
  organs, eyeballs, debts, and regrets.
  glossAry of goo
  fungus: Pulpy, stationary growth found where goo occurs 
  (traditionally, a mobile fungoid – like a crushroom – isn’t 
  considered goo).
  glop: Another word for goo (from the barbarian glöpp).
  gunk: Yet another word for goo (from the dwarvish g’hunk).
  jelly: Slow-flowing transparent goo that’s too bulky to pen-
  etrate narrow gaps (dire jellyfish, like the electric jelly, 
  aren’t considered goo either).
  mold: Stationary, flat goo you accidentally touch or step in.
  ooze: Disturbingly fast goo that squishes flat to seep under 
  doors after you.
  pudding: Goo solid and mobile enough to engage in toe-to-
  toe combat.
  scum: Any kind of goo, most often slime, sitting atop water.
  slime: Semi-mobile surface-hugging goo that can’t rush you 
  but can drip on you.
  spore cloud: Airborne goo.
  
   
  tHe goo 
  5
  fungi
  Fungus seems downright wholesome next to other vari-
  eties of goo. Hey, you can eat mushrooms, right? Some 
  kinds, but most will kill you . . . and not merely because 
  they’re toxic. Dungeon varieties are hazardous even to delv-
  ers who know better than to nosh on toadstools, as they 
  generate noxious effects – too often in the vicinity of worse 
  dangers. And chopping them up tends to make matters 
  worse before it makes them better.
  Dungeon fungus is rooted in place and might resem-
  ble a clump of small toadstools, a single huge one, or 
  an outcropping of “shingles” or “shelves.” It qualifies as 
  goo because it’s found in places with molds and slimes. 
  Scholars claim it’s a stage in the reproductive cycle of jel-
  lies, oozes, and puddings. They class mobile, bitey fungi 
  – like the crushroom (Dungeons, p. 22) – as dire plants, 
  not goo.
  ST: 0 
  HP: 20 
  Speed: 4.50
  DX: 10 
  Will: 0 
  Move: 0
  IQ: 0 
  Per: 12
  HT: 12 
  FP: 12 
  SM: 0
  Dodge: N/A 
  Parry: N/A 
  DR: 2
  Long-Range Defense(s): One or more options from Long-
  Range Defenses (below).
  Short-Range Defense(s): One or more effects from Short-
  Range Defenses (p. 6).
  Traits: Danger Sense (Cosmic, No die roll required); Doesn’t 
  Eat or Drink; No Legs (Sessile); No Manipulators; Spongy 
  Goo.
  Class: Plant.
  Notes: An SM 0 fungus obstructs one hex on a battle map, 
  but larger ones exist: a two-hex radius (three yards wide) 
  corresponds to SM +3, DR 5, and HP 70; a three-hex radius 
  (five yards wide), to SM +4, DR 6, and HP 100; and a four-
  hex radius (seven yards wide), to SM +5, DR 7, and HP 150. 
  Affected by Plant spells; Wither Plant can kill it but must 
  encompass the full radius and overcome the fungus’ HT. 
  Nonsentient – can’t communicate or negotiate. If some fool 
  eats dungeon fungus, assess harm as for a dose of oozing 
  doom (2d injury, or 1d with a HT roll) on top of any defen-
  sive effect that could logically afflict a single victim.
  Long-Range Defenses
  Fungus is troublesome to strangers who are merely nearby. 
  The GM selects or rolls 1d for at least one effect that triggers 
  the instant anyone hostile (e.g., delvers) has a line of sight to 
  it or gets within 70 yards. Goo, deep-dwelling creatures that 
  don’t eat fungus, the undead, and many other monsters won’t 
  set off fungus.
  1 – Dazzler: The fungus stages a psychedelic lightshow that 
  behaves as Mystic Mist (GURPS Magic, p. 168) in a 16-yard 
  radius, affecting anyone relying on vision (any kind) but 
  not those operating blind. This limits visibility to two 
  yards, forces IQ rolls to avoid straying, and causes Fright 
  Checks. Monsters that dwell near a particular fungus often 
  develop immunity! The effect isn’t magical – Mage Sight 
  and Magic Resistance offer no defense. Dazzling ends if 
  the fungus is killed.
  2 – Lurker: The fungus turns invisible, an effect as likely to 
  depend on druidic energies as on mana (GM chooses). 
  Fungus being stationary and silent, See Invisible is needed 
  to detect it from afar. Delvers moving through the area 
  may bump into the fungus and run afoul of Short-Range 
  Defenses (p. 6). The fungus becomes visible if killed.
  3 – Psychic Wailer: The fungus emanates psionic harm, like 
  a horrid skull (Monsters 1, p. 19). Living things within 16 
  yards suffer 1 point of toxic damage per second. This Cos-
  mic attack ignores all DR except DR vs. psi attacks. Slaying 
  the fungus ends this effect.
  4 – Smoker: The fungus spews dense, inky spores in a 16-yard 
  radius. This completely blocks ordinary vision (treat as 
  total darkness, p. B394) but not Infravision or other senses. 
  Anyone who breathes the “smoke” must roll vs. HT-2 every 
  second. Failure causing coughing: -3 to DX and -1 to IQ 
  while in the cloud and for minutes equal to margin of fail-
  ure afterward. Spores dissipate a minute after the fungus 
  is destroyed.
  5 – Trembler: The fungus emits intense vibrations through 
  its network of filaments. Everyone on the ground within 
  16 yards must roll vs. DX every second or fall down; Per-
  fect Balance gives +4. Underground, this can cause falling 
  rocks (8 or less chance on 3d of a hit per victim per turn, 
  -2 to Dodge, 1d dice of crushing damage) or cave-ins (as 
  bad as the GM wants!). Shaking ends immediately if the 
  fungus is killed.
  6 – Wailer: The fungus produces a terrible noise that attracts 
  trouble. Roll immediately for wandering monsters (see 
  Dungeons, p. 20) at +3. Roll again each minute until the 
  fungus is destroyed.
  
   
  tHe goo 
  6
  Short-Range Defenses
  It’s even riskier to interact with dungeon fungus up close! 
  The GM chooses – or rolls 1d for – at least one defensive effect 
  that applies if the fungus is touched or attacked.
  1 – Corrosive: Anything touching or striking the fungus 
  starts to corrode. The offending weapon or body part 
  takes 1d-3 corrosion damage (minimum 1 point) on any 
  turn it makes contact. Someone shoved or slammed into 
  the fungus, or who accidentally bumps up against it, is 
  affected on the torso. Damage is too low to penetrate 
  much DR, but track it. Permanently reduce item or armor 
  DR by 1 per 5 points of cumulative damage. Orichalcum 
  is unaffected.
  2 – Dart Spores: Touching or attacking the fungus releases a 
  dart-like spore aimed at the offender. Treat this as a “jet” 
  with Reach 10. Roll vs. the fungus’ DX 10 to hit. The target 
  may dodge or block if aware of the attack. Damage is 1d+1 
  pi- at SM 0, 6d-1 pi- at SM +3, 8d pi- at SM +4, or 11d+2 
  pi- at SM +5. Halve penetrating damage to find injury for 
  small piercing attacks.
  3 – Puffball: Touching the fungus is fine, but if any damage 
  penetrates DR, the thing self-destructs! This eliminates the 
  fungus in a 6d¥(HP/20) crushing explosion: 6d cr ex at SM 
  0, 7d¥3 cr ex at SM +3, 6d¥5 cr ex at SM +4, or 9d¥5 cr 
  ex at SM +5. Apply full damage to enemies touching the 
  fungus, such as those trapped by the Sticky effect; divide 
  by 3 ¥ (range in yards) for anyone else. If the fungus is also 
  Corrosive or emits Toxic or Unhealthy Spores, anyone 
  who takes any blast damage – whether or not it penetrates 
  DR – also suffers one dose of those effects. A fungus that 
  shoots Dart Spores attacks everyone within 10 yards with 
  one dart when it blows up.
  4 – Sticky: Anything touching or striking the fungus gets 
  glued to it; combatants can’t move or change facing, and 
  have -4 to DX, while items cannot be used until pried 
  free. To break free, win a Quick Contest of ST vs. the 
  fungus’ Binding, which has ST 20 at SM 0, ST 23 at SM 
  +3, ST 24 at SM +4, or ST 25 at SM +5. Victims may sub-
  stitute Escape skill or weapon skill for ST to free them-
  selves or a weapon, respectively. A break-free attempt 
  takes a second and costs 1 FP. The only way to chop free 
  is to kill the fungus. If the fungus has Dart, Toxic, or 
  Unhealthy Spores, each attempt to break free triggers 
  them. If it’s Corrosive, roll damage each second!
  5 – Toxic Spores: Touching or attacking the fungus releases 
  a puff of poison. This fills an area one yard wide by 1d/2 
  (round up) yards long, pointed in the direction of the 
  touch or attack, for one second. Anyone there who isn’t 
  wearing a sealed outfit (most armor isn’t!) must roll 
  against HT, modified for Resistant to Poison. Success 
  means 1d toxic damage; failure, 2d tox.
  6 – Unhealthy Spores: Contact produces a spore puff 
  shaped like that of Toxic Spores. This does no imme-
  diate damage, but victims who breathe must roll at 
  HT-6, modified for Resistant to Disease, on any day 
  they’re exposed. Failure inflicts coughing (-3 to DX, -1 
  to IQ, and cannot use Stealth) and wheezing (-3 to FP 
  score) until the subject receives a Cure Disease spell or 
  a day of Esoteric Medicine treatment (see Patching Up, 
  Dungeons, p. 13).
  fee-fi-fo-fungus
  Fungus relies on Danger Sense to set off its long-range 
  defenses. This isn’t a supernatural ability but the result of 
  invisible filaments permeating the dungeon or wilderness. 
  Sensitive to odors, shadows, sounds, and vibrations, these 
  trigger a reaction if sensations alien to the fungus come 
  too close. This just works within 70 yards – well beyond 
  line of sight in most gooey encounters. An adventurer who 
  wants to avoid this without being a ghost or ethereal must 
  be invisible (Invisibility spell, or Invisibility Art skill vs. 
  Per 12), inaudible (Hush or Mage-Stealth spell), scent-free 
  (No-Smell spell), and producing no vibrations (as with the 
  Flight spell or Light Walk skill); Stealth is ineffective.
  fun goos
  The easiest way to make fungus matter is to place it 
  where it’s unavoidable (e.g., in a narrow passage) or where 
  another encounter awaits. A dazzler parked in a big cave is 
  trivially skirted or attacked from a safe distance. One that 
  turns a battle against fodder monsters into a nightmare 
  the instant a door is kicked in is a problem – a big problem 
  if it’s also a sticky SM +5 obstacle for the adventurers to 
  bump into. So is one in a room full of traps!
  The nameless scent was now curiously mixed  
  with another and scarcely less offensive odour – of what 
  nature we could not guess, though we thought of decaying 
  organisms and perhaps unknown subterrene fungi.
  – H.P. Lovecraft, At the Mountains of Madness
  
   
  tHe goo 
  7
  Jellies
  Jellies are large, slow-moving blobs that survive by creep-
  ing through confined spaces (narrow canyons and caverns, 
  spaces under beds, and so on), systematically seeking out 
  and sucking up organic matter. The trouble is that a lot 
  of adventuring equipment – e.g., anything made of cloth, 
  hide, paper, or wood – is organic. So are delvers. Perhaps 
  worse, successful strains have developed natural weaponry 
  that prevents victims from escaping! Factoring in near-in-
  visibility, the mere existence of jellies means any tight pas-
  sage is a potential place of terror.
  ST: 15 
  HP: 15 
  Speed: 5.00
  DX: 8 
  Will: 0 
  Move: 1
  IQ: 0 
  Per: 10
  HT: 12 
  FP: 12 
  SM: +1
  Dodge: 8 
  Parry: N/A 
  DR: 2
  Engulf: If the jelly starts its turn in close combat with 
  prey or can move there on its turn, it tries to engulf its 
  target; no attack roll is necessary and its quarry may 
  defend only by dodging and retreating. Failure means 
  being sucked inside and pinned if of lower SM than the 
  jelly, or partly stuck in the jelly and grappled if of equal 
  or greater SM. The victim can break free by winning a 
  Quick Contest of ST (allowed only every 10 seconds if 
  pinned); the jelly has +10 to ST if pinning or +5 if grap-
  pling. The typical jelly can pin/grapple one foe; later 
  enemies are pushed along in front of it unless they win 
  a Quick Contest of ST to prevent it from moving.
  Immobilize (Resisted by HT-4): Anyone who isn’t in com-
  pletely sealed armor and who is pinned or grappled by the 
  jelly, engages it in a shoving match (no matter who wins 
  the Quick Contest of ST), or touches it with bare skin must 
  roll resistance once per second while in contact. Failure 
  means paralysis (p. B429) for minutes equal to margin of 
  failure.
  Liquefy: Anyone pinned takes 1d-1 corrosion damage per sec-
  ond; anyone grappled or shoved suffers 1d-3 cor per sec-
  ond. This is Large-Area Injury (p. B400); use the average 
  of torso DR and the DR of the least-protected area. The 
  prey’s organic items and armor permanently lose DR 1 per 
  5 points of cumulative damage. Inorganic equipment is 
  immune. Dead victims are dissolved and gone, while inor-
  ganic gear is ejected.
  Traits: Acute Detect 10 (Sense roll 20); Amphibious; Clinging; 
  Damage Reduction 4; Detect (Organic Matter; Precise); 
  Invisibility (Fringe; Allows Vision and attack rolls at -6 
  when moving); No Legs (Slithers); No Manipulators; Slip-
  pery 5; Spongy Goo.
  Class: Slime.
  Notes: An SM +1 jelly can fill a one-yard-wide passage to 6’ of 
  height. Larger ones are common: SM +2 fills a two-yard-
  wide passage, has ST/HP 25, and can pin or grapple two 
  targets; SM +3 fills a three-yard-wide passage to 9’, has ST/
  HP 35, and can pin or grapple three targets; and SM +4 
  fills a four-yard-wide passage to 12’, has ST/HP 50, and can 
  pin or grapple four targets. Unaffected by Animal or Plant 
  spells that don’t specifically target slimes. Nonsentient – 
  can’t communicate or negotiate.
  Absorptive Jellies
  A feared subclass of jellies absorb their victims’ abilities 
  along with the bodies! They can do so only to prey made of liv-
  ing flesh or a reasonable facsimile. The weird tissues and ichor 
  that constitute demons, other goo, and even rubbery Elder 
  Things all count; inorganic matter (metal, stone, etc.), spirit, 
  vapor, and dried-out skeletons do not. The involuntary donor 
  must be dissolved whole, limiting acquisitions to the capabili-
  ties of beings whose SM is smaller than that of the jelly.
  Only supernatural abilities are absorbed – typically those 
  that originally belonged to nonhumans, monsters, or peo-
  ple with powers other than Holy Might (evil gods gleefully 
  empower goo, though). Particularly appropriate are gifts with 
  the Mana-Sensitive limitation (like many racial advantages of 
  the infused; see The Next Level, p. 13); those of entities that 
  have Dependency (Mana); and those of demonologists, dru-
  ids, elementalists, mentalists, and necromancers. Stolen abili-
  ties keep all of their original restrictions, such as the need for 
  mana, limited daily uses, and FP costs. As jellies have IQ 0 and 
  Will 0, and cannot learn skills (including spells), all capabili-
  ties must further require no IQ, Will, or skill roll to use.
  A jelly might acquire Danger Sense, Luck, Magic Resistance, 
  Resistant to Psionics, or Serendipity (great for locating conve-
  nient ambush sites) from anyone. Purely passive defenses are 
  common, including Damage Resistance that flows from pow-
  ers (e.g., the DR against elemental damage of druids and ele-
  mentalists, and the Ergokinetic Shield and Psychic Armor of 
  mentalists), Hard to Kill with similar origins (such as demon-
  ological power), and the Injury Tolerance (Damage Reduction 
  2) vs. fire boasted by fire-infused and some elementalists. 
  
   
  tHe goo 
  8
  Being Per-based, senses like See Invisible, Vibration Sense 
  (Air or Water), and additional forms of Detect are also fit-
  ting, provided that they’re products of magical, psionic, or 
  cosmic power rather than of biology. Yet another possibility 
  is enhanced mobility thanks to the likes of mana-dependent 
  Flight or Permeation (the earth-infused capacity to per-
  meate earth and stone is extra-scary), or psionic Levitation  
  (Psi, pp. 6-7). 
  Supernatural attacks are possible, too – but given the 
  jelly’s DX 8 and lack of skills, these should mostly be auras 
  or area-effect abilities. Tossing around lightning or fire at 
  a default Innate Attack skill of 4 is risky to the jelly! Good 
  choices include a Doom attack (Power-Ups, p. 27) taken from 
  the cleric of a god who revels in random 
  destruction, the electrical aura of an elec-
  tric jelly (Monsters 1, p. 13), elemental 
  Storms (Power-Ups, pp. 26-27), the magi-
  cal cone attacks of as-Sharak (Dungeons, 
  pp. 21-22), and Terror stolen from any 
  number of monsters (or elder-spawn; see 
  Power-Ups, p. 41). Abilities that hit auto-
  matically, like the gaze of the eye of death 
  (Monsters 1, p. 14), also work.
  Familiars that grant supernatural abil-
  ities to their masters are especially tasty. 
  A jelly that digests the master can acquire 
  any such capability he had and that would 
  work for an IQ 0 blob. A jelly that eats the 
  familiar can develop any gift the critter 
  could grant! See Allies, pp. 20-29 for lists 
  of possibilities. For example, a jelly that eats the traditional 
  cat familiar might gain Catfall, Enhanced Dodge, Luck, and 
  Vibration Sense (Air).
  The GM should be creative. Absorbing a shapeshifter – 
  say, a throttler (Monsters 1, p. 30) – might enable the jelly to 
  look like someone or something delvers want to approach and 
  touch! This is purely cosmetic, and used instinctively. It’s also 
  fine to bend the need for abilities to be supernatural if they 
  especially suit goo. In particular, diseases and venoms that act 
  on contact (rather than via a bite or a sting) could exist sus-
  pended in the jelly and accompany its paralysis and corrosion.
  Whomever the jelly eats and whatever the GM decides, all 
  absorbed abilities are permanent and cumulative.
  goo tHings Come to tHose WHo WAit
  Jellies are stalkers. Their Detect enjoys a Sense roll of 
  20. Roll 3d against this and find margin of success in the 
  “Size” column of the Size and Speed/Range Table (p. B550). 
  The “Linear Measurement” column gives the distance at 
  which the jelly senses the delvers, regardless of obstacles. 
  It will then position itself to ambush them.
  On level ground, the jelly will simply wait in their path. 
  They get one Vision roll – at -6 on top of other visibility 
  modifiers – to spot the slight distortion ahead. On a fail-
  ure, the front-most party member walks into it.
  Jellies ooze around in three dimensions, though. One 
  might instead drop from above. It may lurk in an unex-
  pected place smaller than its SM would suggest; SM +1 
  specimens can negotiate two-foot-wide apertures, while 
  SM +2, +3, and +4 monsters can thread one-, 1.5-, and 
  two-yard openings. Underwater, danger could come from 
  any direction. Rolls to spot any such lurking jelly suffer 
  another -2 if concealment allows a roll at all.
  Walking into a jelly or having one drop on you is a sur-
  prise attack. No defense is possible – the hapless victim 
  is engulfed!
  A jelly that has attacked or been attacked is reflexively 
  cautious. If it can trap other enemies against an obsta-
  cle by squidging toward them, it will. If it can’t, it’s likely 
  to retreat, bringing along any grappled or pinned prey. 
  Accounting for ST and Invertebrate, a jelly can drag 112 
  lbs. upward or away if SM +1, 312 lbs. if SM +2, 612 lbs. if 
  SM +3, or 1,250 lbs. if SM +4, or push four times as much 
  weight ahead of it.
  Jelly JAms
  Delvers fighting jellies will find them hard to see clearly. 
  Attacks suffer a basic -6, though SM offsets this somewhat. 
  Misses – or successful Dodge rolls by the jelly – mean the 
  jelly jiggled unpredictably.
  A jelly is difficult to hurt. It has all the usual immuni-
  ties of goo, notably a lack of vital spots. Damage Reduc-
  tion 4 divides all penetrating damage by four (round 
  up) after DR, on top of the effects of Injury Tolerance 
  (Homogenous) on impaling and piercing attacks. And any 
  attack has a 9 or less chance of inflicting the same damage 
  on a pinned victim as on the jelly (he shares the jelly’s DR 
  2, though).
  It’s common knowledge that a jelly can paralyze some-
  one who attacks it with an unarmored body part. Grap-
  pling it is especially useless – it adds Slippery 5 to its ST 
  and DX for any attempt to break free.
  Amorphous, often implacable 
  due to their unique (lack of) 
  anatomy, these creatures range 
  from mindless eating machines  
  to tricksy shapeshifters.
  – TV Tropes
  
   
  The Goo 
  9
  Molds
  Ordinary mold on rations is a familiar annoyance to delv-
  ers. Dungeon mold is much worse. You don’t want to be near 
  it, much less eat it. It’s “just” a passive threat that can’t pursue 
  you or spew gunk, but it carpets things – objects, doors, entire 
  rooms – in ways that complicate an adventurer’s life.
  ST: 0 
  HP: 1* 
  Speed: 0.00
  DX: 0 
  Will: 0 
  Move: 0
  IQ: 0 
  Per: 0
  HT: 16 
  FP: N/A 
  SM: *
  Dodge: N/A 
  Parry: N/A 
  DR: 1
  Injury: One option from Color (below).
  Insult: One option from Texture (p. 10).
  Traits: Clinging; Doesn’t Eat or Drink; Magic Resistance 4; No 
  Legs (Sessile); No Manipulators; Runny Goo; Unkillable 1.
  Class: Slime.
  Notes: Mold has HP 1 per square yard but indeterminate SM. 
  Area effects affect all mold inside their radius. For Regular 
  spells, pay the energy cost for an SM, look up “Linear Mea-
  surement” on p. B550, and square it to find square yards 
  affected; e.g., six times energy cost for SM +5 lets the spell 
  influence 225 square yards of mold. Work backward for 
  known amounts of mold; e.g., a 50-yard corridor with a 
  square two-yard by two-yard cross section has 400 square 
  yards of walls, floor, and ceiling, so if this were blanketed 
  by mold, the goo would count as SM +6 and multiply 
  energy cost by seven. Unaffected by Animal or Plant spells 
  that don’t specifically target slimes. Nonsentient – can’t 
  communicate or negotiate.
  Color
  Mold is dangerous to touch or walk on. Its color warns of 
  what it will do if disturbed. Roll 3d to choose at random (or 
  roll twice, once for color and once for effect, for weirdly atyp-
  ical mold).
  3-4 – Black: Life-draining. While touching the mold, roll vs. 
  HT every second. Failure costs 1 HP. This injury works like 
  Deathtouch (GURPS Magic, p. 41) and ignores DR.*†‡
  5 – Green: Toxic. As Black, but due to poisonous spores, 
  not supernatural drain. Resistant to Poison adds to HT; 
  a sealed outfit, Immunity to Poison, or a Resist Poison 
  spell confers immunity. Lost HP cannot be healed nat-
  urally or magically until the subject receives a Neutral-
  ize Poison spell, a day of Esoteric Medicine treatment (see 
  Patching Up, Dungeons, p. 13), or a dose of universal anti-
  dote (Adventurers, p. 29).*‡§
  6 – Blue: Glacial. As Black, but each failed HT roll costs 1 
  FP due to chills. Winter clothing gives +1 to HT here, a 
  Warmth spell gives +2, arctic clothing gives +3, Tempera-
  ture Tolerance toward cold adds half its level (round up), 
  and Resist Cold grants immunity. Once FP drop below 0, 
  each FP inflicts 1 HP. Recovering FP and HP lost to cold 
  requires warmth.*†
  7 – Violet: Psychedelic. The briefest touch causes it to shed 
  spores that act on contact – and if any of an area’s mold is 
  triggered, it all is. Anyone not in a sealed outfit must make 
  a Fright Check (pp. B360-361) at -10! Abilities, spells, and 
  items that benefit Fright Checks help normally. On long 
  hikes, roll hourly. Failure has its usual effects; new quirks 
  or disadvantages are inevitably goo-related.‡§
  8-13 – Brown: Sickening. The briefest touch causes it to shed 
  spores that are harmful on contact – and if any of an area’s 
  mold is triggered, it all is. Anyone without a sealed outfit, 
  Immunity to Disease, or a Resist Disease spell must roll 
  vs. HT-4. Resistant to Disease grants its bonus here. On 
  long hikes, roll hourly. Failure means 
  a malaise that gives -2 to all attri-
  bute and skill rolls, and -1 to active 
  defenses, until the victim receives a 
  Cure Disease spell or a day of Eso-
  teric Medicine treatment.‡§
  14 – Gray: Putrefying. As Brown, 
  but the disease rots flesh instead. 
  Once the victim is afflicted,  
  he automatically loses 1 HP per 
  hour. This won’t heal until he’s 
  treated with Cure Disease or Eso-
  teric Medicine. At -HP or worse, 
  any failed HT roll to avoid death 
  means the subject liquefies to goo 
  and is beyond resurrection.‡§
  15 – Red: Fiery. As Black, but a 
  failed HT roll costs 1 FP due to 
  heat fatigue. Mundane “fireproof” 
  clothing gives +1 to effective HT 
  here, 
  Temperature 
  Tolerance 
  toward heat adds half its level 
  (round up), a Coolness spell gives 
  +2, and Resist Fire grants immunity – but apply encum-
  brance level as a penalty (e.g., -2 for Medium). Once FP 
  drop below 0, each FP inflicts 1 HP. Recovering FP or HP 
  lost to heat requires water and cool surroundings.*†
  
   
  tHe goo 
  10
  16 – Yellow: Corrosive. The briefest touch causes it to shed 
  spores that do damage on contact – and if any of an area’s 
  mold is triggered, it all is. Each second in the area then 
  inflicts 1 point of corrosion damage as Large-Area Injury 
  (p. B400). Keep track of damage and permanently reduce 
  (non-orichalcum) armor or item DR by 1 per 5 points total.
  17-18 – White: Exploding. Roll 3d for every second of contact. 
  On 6 or less, all mold in the vicinity releases spores that 
  explode. Everyone in the area suffers 3d burn ex as Large-
  Area Injury (p. B400). This can happen repeatedly; for long 
  walks, assess an explosion every 10 seconds.
  * For extended walks over such mold (rather than brief 
  contact), estimate successful HT rolls using Probability of 
  Success (p. B171), rounding in the delver’s favor. For example, 
  someone with Move 5 would need 20 seconds to traverse a 
  100-yard corridor and thus would face 20 HT rolls; with HT 
  12, he’d succeed at 74.1% of these, or about 15, and fail at five. 
  A victim reduced to less than FP/3 or HP/3 should suffer half 
  Move, slowing down and facing more rolls. Rather than cal-
  culate this in detail, simply double all harm past the 2/3 mark; 
  e.g., if a delver has HP 11, injury past 8 HP is doubled, so 20 
  HP of injury becomes 8 + 12¥2 = 32 HP.
  † Supernatural effect, not spores – a cos-
  mic attack reminiscent of Elder Things. 
  Magic Resistance has no effect.
  ‡ Dungeon-dwelling monsters may have 
  Resistant or Immunity to this effect.
  § Rations carried by anyone affected are 
  spoiled unless in sealed containers.
  Texture
  Mold also comes in a few common tex-
  tures, none of them pleasant. Roll 1d to 
  choose randomly.
  1-2 – Rough: Scratchy bordering on sharp, 
  like rock lichen or coral. Adds +1 per die 
  to damage taken by anyone falling on it, 
  shoved or knocked back into it, or scraped 
  along it in a way that causes damage. This 
  also triggers its contact effect! It’s tough: 
  Increase DR to 2 vs. all attacks.
  3-4 – Slippery: Wet and mucus-like. Every 
  second of ground movement over it at 
  Move 2+ requires a DX roll at the speed 
  penalty for that Move (p. B550); e.g., -3 at 
  Move 6. Perfect Balance gives +6. Failure 
  causes a fall; getting up means spending 
  extra time in contact. Delvers can avoid 
  rolls by traveling at Move 1, but that also 
  means longer exposure. Hard to burn: DR 
  rises to 4 vs. fire.
  5-6 – Sticky: Tacky and clingy. Reduce Move 
  by 1 if moving in contact with it, which is 
  annoying in combat and guarantees lon-
  ger exposure. Worse, any contact brings 
  some along! Scraping it off exposes the 
  person (henchman) doing the scraping 
  to 1d seconds of its effects. Not doing so 
  means that in 3d hours, the carrier grows 
  enough mold that every second of move-
  ment counts as “contact” for him.
  I’m a moldy moldy man
  I’m moldy thru and thru
  – John Lennon, “I’m a humble Joe”
  molding tHe enCounter
  Mold is as much hazard as monster. It’s usually visible, letting delv-
  ers choose their approach: pick another route, eradicate it (see Breaking 
  the Mold, below), levitate over it, or sprint through it. In tight quarters 
  – e.g., roping down a narrow, mold-covered shaft, stooping under a low, 
  moldy ceiling, or squeezing between close, moldy walls – the GM may 
  require a DX roll every turn to avoid contact.
  As mold effects are often assessed every second and may involve 
  DX rolls to avoid contact or slipping, HT rolls to resist, and so on, an 
  extended period of exposure can mean lots of rolling. To make mold 
  interesting rather than annoying, have the adventurers face it either 
  briefly or individually. One option is to situate mobile monsters in the 
  area, forcing the heroes to fight on and around the mold before they’re 
  free to deal with it. Another is to place mold where someone, usually 
  the thief, must crawl alone, so that only one person is rolling. Putting 
  it on something the delvers have to interact with and don’t dare dam-
  age – say, an irreplaceable scroll – is classic. And mold is only usually 
  visible; inside a chest or along the seams of a door, contact is brief but 
  inevitable for anyone breaking in.
  Be creative!
  breAking tHe mold
  Delvers can wipe out mold, but it’s tough. It’s impervious to poison. 
  It can be scraped away with physical attacks or burned with acid or fire, 
  but on top of its DR 1 (DR 2 if Rough, DR 4 vs. fire if Slippery), it’s 
  Diffuse; impaling or piercing attacks do at most 1 HP, and all others, 
  2 HP. Only area, cone, or explosion attacks work normally, and most 
  Missile spells and jets don’t qualify – use Concussion, Explosive Fire-
  ball, Explosive Lightning, or similar. And thanks to Unkillable 1, mold 
  must be reduced to -10¥HP to perish, which means inflicting 11 HP per 
  square yard subject to the above complications.
  Mold-killers who prefer magic should know that dungeon mold 
  evolved in a magical environment. Its HT 16 and Magic Resistance 4 
  mean Regular spells are at -4 and it resists at 20. Area spells have no 
  penalty but Magic Resistance counts double: resistance is 24. Good luck.
  
   
  tHe goo 
  11
  oozes
  Fungus and mold stay put where you can avoid them. 
  Jelly and slime are slow enough to run from. Ooze isn’t as 
  polite – it wants nothing more than to creep all over you in 
  a highly inappropriate manner. And it’s fast, and hard to 
  keep out.
  Ooze is a genuine monster resembling a giant amoeba. 
  It isn’t a smart monster, but it doesn’t simply pursue prey 
  reflexively. In particular, oozes cooperate about as well as 
  social insects. That last point is important, as ooze can split 
  when damaged, whereupon the doughty delver who struck 
  the blow has doubled his fun . . .
  ST: 0 
  HP: 12 
  Speed: 7.00
  DX: 16 
  Will: 12 
  Move: 8
  IQ: 1 
  Per: 12
  HT: 12 
  FP: 12 
  SM: 0
  Dodge: 11 
  Parry: N/A 
  DR: 0
  Stinging Touch (16): 1d+1 corrosion + follow-up 1d+1 
  toxic (HT-4 to resist). Corrosion is only to targeted body 
  part, but keep track of it – armor there permanently loses 
  DR 1 per 5 points of cumulative damage. If blocked or 
  parried by a shield or a weapon, that starts to corrode. 
  Orichalcum gear won’t corrode. Any failed HT roll to 
  avoid death by someone taken to -HP or worse by either 
  facet of this attack means the victim liquefies to ooze food 
  and is beyond resurrection. Reach C.
  Touch-Me-Not (Resisted by HT-4): Fools touching an ooze 
  with bare skin must resist or take 1d+1 toxic. Duh.
  Traits: Clinging; Combat Reflexes; Division (see notes); Immu-
  nity to Mind Control; Indomitable; No Fine Manipulators; 
  No Legs (Slithers); Regeneration (Very Fast, 1 HP/second; 
  Only if on a surface); Runny Goo; Sensitive Touch (Pre-
  cise); Subsonic Hearing; Temperature Tolerance 10 (-25°F 
  to 150°F); Unfazeable; Vibration Sense (Air); Wild Animal.
  Class: Slime.
  Notes: Ooze is Diffuse and affected normally only by area, 
  cone, or explosive attacks. Other attacks – stomps, weap-
  ons, non-explosive Fireballs, etc. – are less effective and 
  risk making it multiply. Whenever such a blow causes ooze 
  to roll against HT to stay alive (at -HP and below), success 
  means it lives and failure by 3+ means it dies – but fail-
  ure by 1 or 2 (“mortal wound”) indicates the energy of the 
  killing blow enables it to absorb part of whatever it’s on 
  (ground, tree, wall, etc.) and split into two oozes! Initial HP 
  equal half of the parent’s full score (a HP 12 critter yields 
  two HP 6 oozes, one of those gives two HP 3 specimens, 
  and so on), but Regeneration can top it up to HP 12. Unaf-
  fected by Animal or Plant spells that don’t specifically tar-
  get slimes. Far too stupid to negotiate!
  Ooze Ponds
  Oozes hunt alone. A group is always the aftermath of bat-
  tle: a wounded ooze divided and the resulting oozes haven’t 
  parted ways yet. However, all oozes in an area have been 
  known to puddle together occasionally. Most scholars believe 
  this is either to reproduce or to pool knowledge of the region, 
  but some crazies posit that it’s because Elder Gods summoned 
  them or because collectively they are an Elder God (or at least 
  a demon lord).
  This is bad.
  An ooze pond acts as one huge ooze. It has the same ST, DX, 
  HT, FP, Speed, DR, and damage as a lone ooze, and most of 
  the usual traits. There are several important changes, however.
  The number of constituent oozes – always at least 15 but 
  with no upper limit – adjusts certain stats:
  SM: A lone SM 0 ooze is a yard across (SM -2) but blob-
  shaped (+2 to SM). Magic-school geometry tells us that the 
  diameter of the puddle increases with the square root of the 
  number of oozes – so multiply that by a yard, look up the new 
  diameter in the “Linear Measurement” column of the Size and 
  Speed/Range Table (p. B550), read across to the “Size” column, 
  and add +2 for blobbiness.
  IQ: Find the full number of oozes in the “Linear Mea-
  surement” column on p. B550. Add the corresponding “Size” 
  bonus to an ooze’s base IQ 1. Minimum number of oozes is 15 
  because that’s where sapience (IQ 6) is achieved. 
  Will and Per are the higher of 12 or the new IQ. 
  Some IQ 12+ oozes possess Magery and Water 
  spells (particularly acid-themed ones) in the 
  dungeon, or Power Investiture (Druidic) and 
  Plant magic outdoors, and cast from an Energy 
  Reserve equal in size to their HP.
  It’s kind of like a mass that keeps getting 
  bigger and bigger.
  – Steve, in The Blob (1958)
  
   
  tHe goo 
  12
  HP: These rise with the pond’s radius. Multiply a lone ooze’s 
  HP 12 by the square root of the number of oozes. Regeneration 
  rate is 1/10 of this, dropping fractions. A pond is still Diffuse, 
  so delvers who cannot deal enough damage to overcome this 
  each turn – using area, cone, or explosion attacks, or lots of 
  ordinary blows – should flee.
  Reach: Find this from SM using Size Modifier and Reach 
  (p. B402).
  Number of Attacks: This scales with radius. It equals the 
  square root of the number of oozes.
  See the Ooze Table (below) for the stats of some common 
  ponds. The detailed math is offered for the GM who wants 
  godlike ponds . . .
  While an ooze pond still has DX 16 and Speed 7.00 – blows 
  are quick and accurate – No Legs (Slithers) becomes No Legs 
  (Sessile), and Move and Dodge are 0. Successful attack rolls 
  against it always land hits and delvers can flee. If they attack 
  before running, though, the pond will dispatch as many oozes 
  as it had attacks to pursue them. This takes seconds equal to 
  the number of oozes sent and doesn’t dissipate the pond.
  Reducing a pond to -HP or worse works specially: Regard-
  less of how the injury was inflicted (even with area, cone, or 
  explosion attacks!), a HT roll that fails by any amount kills 
  the pond but causes it to spawn as many survivors as it had 
  attacks. Use standard ooze stats but add Higher Purpose 
  (Avenge the collective), for +1 on all dice rolls related to hunt-
  ing and fighting their attackers. These always pursue. Killing 
  them eliminates the pond.
  Ooze Table
   
  Number 
  SM 
  IQ 
  HP 
  Regeneration 
  Reach 
  # of Attacks
   
  16 
  +4 
  7 
  48 
  4/second 
  C-3 
  4
   
  25 
  +4 
  8 
  60 
  6/second 
  C-3 
  5
   
  36 
  +5 
  9 
  72 
  7/second 
  C-5 
  6
   
  49 
  +5 
  9 
  84 
  8/second 
  C-5 
  7
   
  64 
  +6 
  10 
  96 
  9/second 
  C-7 
  8
   
  81 
  +6 
  11 
  108 
  10/second 
  C-7 
  9
   
  100 
  +6 
  11 
  120 
  12/second 
  C-7 
  10
   
  121 
  +7 
  12 
  132 
  13/second 
  C-10 
  11
  it Pursooze!
  Ooze takes the initiative. If it feels vibrations in the sur-
  face it’s on – or slithers across the trail of warm-bloods 
  – it will investigate. If there’s any doubt, roll vs. Per 12, at 
  +4 for Sensitive Touch and +1 from Subsonic Hearing: 17 
  or less. Delvers trying to be quiet may contest this using 
  the group’s worst Stealth skill, but even if they’re ninja 
  masters, the ooze rolls at 16 or less to find their heat trail 
  (unless they’re also airborne or undead).
  Ooze wastes no time. It has Move 8 over any surface 
  and through the tiniest opening. Unsealed doors, cracks 
  in walls, drains, loose rubble, and so on won’t slow it 
  down at all. Seals delay pursuit until the ooze dissolves 
  them. Ultimately, only orichalcum, open air, or some-
  thing that injures the ooze faster than it can regenerate 
  will foil it.
  Ooze makes the perfect wandering monster.
  sCrAPes And broozes
  Once ooze finds delvers, it will attack. It has the Stealth 
  and Tactics skills its stats imply: a default of 11 for the for-
  mer, no default for the latter. The assault won’t be subtle.
  Ooze depends on a rush at Move 8, which usually suf-
  fices to overtake armor- and pack-laden adventurers. As it 
  can sense air and ground vibrations precisely enough not 
  to need light, it’s likely to emerge from the dark (-1 to -9 
  to Vision) – and if it’s clinging to a wall or a ceiling, the 
  angle gives another - 2 to Vision if not looking up (for -2 to 
  notice everything else). The heroes might not spot it until 
  it’s a second away.
  In combat, it can detect foes regardless of light level. It 
  attacks by moving into close combat and whipping its tar-
  get with a temporary pseudopod. This can be parried. Hits 
  corrode anything not made of orichalcum (armor made 
  from that provides its usual DR, not immunity), and living 
  beings who take corrosion injury must roll vs. HT-4 or 
  suffer toxic damage, too. Countermeasures against poison 
  affect the follow-up normally.
  Those attacking ooze have -2 to hit if it’s on the wall 
  or ceiling above them. It technically has a “back,” but this 
  is against the surface it’s on while its “front” points out-
  ward, so ignore facing. The goo is fast and wary; it has a 
  good Dodge (11) and may retreat, with a retreat bonus of 
  +4, not +3, if it has room to slide one yard up or down. If 
  hit, it has no DR, relying on Diffuse (1 HP from impaling 
  or piercing attacks, or 2 HP from others, except vs. area, 
  cone, and explosion attacks) and Regeneration (1 HP/sec-
  ond) to survive. If a blow – including a damaging enemy 
  parry – causes it to divide, the child oozes will take All-Out 
  Defense (Increased Dodge) until they regenerate full HP.
  Ooze can’t grapple or be grappled; it flows free auto-
  matically. Touching ooze barehanded is predictably bad, 
  inflicting toxic damage.
  
   
  tHe goo 
  13
  Puddings
  A pudding is a flattened hemisphere of rubbery stuff. It 
  isn’t slimy (usually), but dry, wrinkly, and rough to the touch. 
  It moves by expanding and contracting, humping up in the 
  middle with each “step.” To attack, it does something similar, 
  forcefully contorting itself to deal punishing blows with sur-
  prising reach.
  More goons than goo, puddings don’t sneak around or wait 
  for food to drop by. Most don’t use funky poisons or corro-
  sives, either. They have the digestive acids characteristic of 
  predatory goo, but these work too slowly to be a useful attack. 
  Instead, a pudding runs down prey, batters it into submission, 
  crawls on top, and digests it slowly.
  More bad news: Puddings are smart, about as canny as 
  dire tigers or wolves, and have tastes. Though they’ll feed on 
  corpses, most prefer to eat unconscious victims alive. They 
  seem to enjoy it when their dinner twitches as it’s dissolved.
  ST: 40 
  HP: 40 
  Speed: 6.25
  DX: 12 
  Will: 11 
  Move: 6
  IQ: 4 
  Per: 14
  HT: 13 
  FP: 13 
  SM: 0
  Dodge: 9 
  Parry: N/A 
  DR: 5
  Bash (14): 4d+4 crushing. Reach C, 1.
  Devour: Can use the movement portion of any maneuver 
  to crawl atop anyone who’s lying down without active 
  defenses. This is a free action, costs no movement 
  points, and automatically pins the target. A victim who 
  regains his defenses (e.g., wakes up) may try to break 
  free immediately and again every 10 seconds thereafter. 
  This pin inflicts 1 point of corrosion damage to flesh 
  every 10 seconds unless the subject’s outfit is sealed. 
  Anyone killed this way is digested and beyond resurrec-
  tion; gear is unharmed.
  Traits: 360° Vision; Damage Reduction 2; Dark Vision; Dis-
  criminatory Taste; Hard to Kill 3; Hard to Subdue 3; 
  Immunity to Mind Control; Indomitable; Magic Resis-
  tance 5; No Fine Manipulators; No Legs (Slithers); 
  Resistant to Psionics (+5); Sadism (12); Spongy Goo; 
  Unfazeable; Wild Animal.
  Skills: Brawling-14; Stealth-12; Tracking-14.
  Class: Slime.
  Notes: Unaffected by Animal or Plant spells that don’t spe-
  cifically target slimes. Smart enough to understand any-
  thing an IQ 4 animal would in theory; alien, ravenous, 
  and totally unwilling to negotiate in practice.
  A Dish for Every Occasion
  The baseline pudding is slate-gray to black. It’s found every-
  where – particularly in dungeons – and acquires its coloration 
  from the thick crust of rock particles and crushed adventurer 
  bones that become embedded in its rubbery surface and dark-
  ened by dirt over the years. Other varieties abound, however! 
  These have identical stats except as modified below.
  Astral (Gray) Pudding
  The weirdest flavor of pudding isn’t normally tangible. 
  It zooms through the Astral Plane, preying on that realm’s 
  weaker natives. When attracted by psi use (see The Next 
  Level, p. 40 and Psi, p. 5), it may materialize to attack delvers. 
  This monster’s existence hints at an explanation for the Dark 
  Vision and Resistant to Psionics of all puddings.
  • Insubstantiality (Affects Others; Cosmic, Affects pinned, 
  unconscious prey; Takes Recharge, 15 seconds). The pudding 
  can “drop in” unannounced from the Astral Plane to make 
  a surprise attack. After that, it’s stuck in the material world 
  for 15 seconds before it can depart. In that time, it will try to 
  knock out and pin a victim. If it succeeds, it will return to the 
  Astral Plane the moment it is able, absconding with its prey! 
  People it digests there become hostile NPC ghosts. Better kill 
  it fast . . .
  • Reduce DR from 5 to 2.
  Frost (White) Pudding
  This white-colored pudding is sheathed in thick, hoar-cov-
  ered ice rather than grit. It is indigenous to arctic regions and 
  magical ice caverns, and well-adapted to the terrain and tem-
  peratures there.
  • Flat DR 5 becomes DR 40 (Ablative) 
  on top of DR 2 (DR 15 vs. cold/ice). Attack-
  ers must chip away ablative DR 40 before 
  they can injure the pudding. The other DR 
  2/15 is permanent.
  Puddings are smart and have tastes.
  
   
  tHe goo 
  14
  • Follow-up +2 cold injury if bash attack penetrates DR.
  • Limited Camouflage (Arctic). Gives +2 to Stealth when 
  stationary against ice or snow.
  • Temperature Tolerance 10 (-135°F to 50°F).
  • Terrain Adaptation (Ice) and Terrain Adaptation (Snow). 
  In wintry terrain, delvers pay +1 movement point/yard, suffer 
  -2 to most uses of DX, and defend at -1; the pudding doesn’t.
  Magma (Red) Pudding
  Magma pudding glows dull red and lurks near volcanoes 
  and lava pits (though not in molten rock, contrary to rumor!). 
  Weird magical evolution has given it not just tolerance of heat 
  and flame but also the ability to radiate enough heat to char-
  broil enemies.
  • Flat DR 5 becomes DR 5 (DR 18 vs. heat/fire).
  • Follow-up +2 fire injury if bash attack penetrates DR. 
  Moreover, anyone touching the pudding takes 2 points 
  of burning damage per second (DR applies normally).  
  This includes pinned victims; magma pudding has a taste 
  for barbecue.
  • Temperature Tolerance 70 (50°F to 1,015°F).
  Mirrored (Silver) Pudding
  Not all pudding varieties occupy niches associated with 
  natural or extradimensional environments. This pudding 
  is the classic example. It starts out looking like a standard, 
  blackish pudding . . . but when hit by an energy attack, its exte-
  rior becomes silvery and highly reflective.
  • Damage Resistance 20 (Limited, Energy Attacks; Reflec-
  tion). This reflects the first 20 points of damage of a direct hit 
  with an energy blast back at the attacker, who gets no active 
  defense if he’s never seen this pudding go shiny. Damage in 
  excess of 20 points must still defeat the pudding’s innate DR 
  5. This effect applies to Breathe Fire, Fireball, Flame Jet, 
  Lightning, Lightning Stare, Lightning Whip, and Sunbolt 
  spells; a mentalist’s Psychokinetic Lash or Pyrokinetic 
  Bolt; and anything called a “beam” or a “ray.” Area effects, 
  cones, explosions, and indirect or overhead attacks don’t 
  harm the user, but the pudding still enjoys a net DR 25 
  against them. Attacks that ignore DR are unaffected.
  • Mirror. Flash spells and non-damaging gaze attacks 
  (like the classic medusa stare) also trigger the pudding’s 
  reflective gifts. Gazes are simply bounced back at the 
  user. In the case of Flash, assess effects consistent with 
  the total distance from caster to pudding to victim.
  Sand (Brown) Pudding
  Native to deserts, this pudding is encrusted with the 
  local sand and shares its color. It isn’t nearly as heat-resis-
  tant as a magma pudding, but it’s still comfortable in hot 
  regions and adapted to moving over and through dunes.
  • Limited Camouflage (Desert). Gives +2 to Stealth 
  when stationary against sand.
  • Temperature Tolerance 5 (30°F to 150°F).
  • Terrain Adaptation (Sand). In sand, delvers pay +1 
  movement point/yard, suffer -2 to most uses of DX, and 
  defend at -1; the pudding doesn’t.
  • Tunneling (Move 3; Only in loose earth or sand). 
  The pudding can burrow through sand at half its ground 
  Move, emerging under prey – usually a surprise attack!
  Swamp (Green) Pudding
  Puddings evolved to dwell in humid swamps are 
  green, slimy, and more goo-like in general. They lurk in 
  fetid pools and are covered with toxic fungal growth.
  • Amphibious. The pudding is unhindered in and 
  under water. As it doesn’t breathe, it can lurk there for a 
  surprise attack.
  • Bash attack acquires follow-up 1d+1 toxic (HT-4 
  to resist). Anyone touching the pudding with bare skin 
  must resist or take 1d+1 toxic, too. Pinned victims killed 
  by this become fungus and cannot be resurrected.
  • Limited Camouflage (Swamp). Gives +2 to Stealth 
  when stationary in stinking bogs and moss.
  • Reduce DR from 5 to 2.
  • Slippery 5.
  Pudding tHings  
  in PersPeCtive
  Puddings have remarkable senses. They rely on vision 
  and hearing, boasting a respectable Sense roll of 14 with 
  both. A pudding’s surface is one huge, weird visual receptor; 
  the monster enjoys 360° Vision (all facings count as “front”) 
  and cannot be blinded. A psi-like enhancement enables the 
  pudding to “see” even in total darkness!
  These capabilities aren’t just useful in combat. A pudding 
  can track at skill 14 regardless of light level. It can also taste 
  the trail, boosting effective Tracking to 18 against groups 
  that aren’t actively using their own Tracking skill to erase 
  their tracks. As it’s immune to poison, nasty substances left 
  behind aren’t meaningful deterrents.
  While puddings aren’t the unstoppable hunters that 
  oozes are, they’re rubbery enough to negotiate openings 
  a mere 1.5’ wide. They’re also powerful enough to barge 
  through four-ton obstacles and rupture any locked, 
  barred, or wedged portal weaker than a vault door (see 
  Dungeons, p. 18).
  A bit CHeWy
  Puddings are survivors without notable weaknesses. Like 
  all goo, they’re immune to bleeding, disease, fear, pain, 
  poison, sleep, and suffocation. Leathery “skin” caked in a 
  lifetime’s accumulation of grit gives DR 5. Any damage that 
  penetrates is halved by Damage Reduction 2, which stacks 
  with Homogenous (another ¥1/2 for impaling and huge 
  piercing, ¥1/3 for large piercing, ¥1/5 for small piercing, or 
  ¥1/10 for small piercing). They have no vital areas to tar-
  get. With effective HT 16 thanks to Hard to Kill and Hard 
  to Subdue, it’s very likely that delvers will have to reduce a 
  pudding to -5¥HP – a total of 240 points of injury – to kill it.
  Spellcasters and mentalists will find that puddings 
  are also highly resistant to the usual magic and psi 
  used to bypass physical resistances, and impervious to  
  direct control.
  
   
  tHe goo 
  15
  slimes
  Slimes are the slowest goo that could be deemed 
  “mobile.” Like jellies, they roam in search of organic mat-
  ter. Unlike their distant cousins, they don’t favor the large, 
  living kind – they’re genuine scavengers. This is small 
  comfort to delvers who run into slime, almost inevitably 
  by surprise.
  A slime resembles nothing so much as a particularly dis-
  gusting puddle of . . . well, of something. It’s easily mistaken 
  for stagnant water, a rancid grease spot from a weeks-old 
  cookout, or that business the ogre wandered off to take care 
  of. Outside of a reverse-gravity zone, though, you wouldn’t 
  expect those things on the ceiling (well, okay, ogres can be 
  gross that way).
  ST: 0 
  HP: 1 
  Speed: 5.00
  DX: 8 
  Will: 0 
  Move: *
  IQ: 0 
  Per: 8
  HT: 12 
  FP: N/A 
  SM: 0
  Dodge: 11 
  Parry: N/A 
  DR: 0
  Drip From Above (13): Pick one option from Disgusting 
  Slime Effects (below).
  Unwelcome Contact: Stepping in or otherwise touching 
  slime has the same effect as being dripped on (above).
  Traits: Acute Detect 10 (Sense roll 18); Amphibious; Cling-
  ing; Detect (Organic Matter; Precise; Targeting); DR 24 
  (Limited, Heat/Fire); Enhanced Dodge 3; No Legs (Slith-
  ers); No Manipulators; Runny Goo.
  Class: Slime!
  Notes: Slime moves verrry slowwwly in general – mere inches 
  per second (Move 0.05 to 0.1) – but when it’s up high and 
  senses anything organic at most five yards beneath it, it 
  stops clinging and lets gravity take its course, reaching its 
  target in a second or less at effective Move 5. Treat every 
  square yard of slime as a separate entity; don’t batch it 
  together like mold. Unaffected by Animal or Plant spells 
  that don’t specifically target slimes. Nonsentient – can’t 
  communicate or negotiate.
  Disgusting Slime Effects
  Dungeon slime harms living tissue on contact. Contact may 
  result from a “deliberate” drip attack or accidentally stepping 
  in slime, leaning on a slime-covered wall, or picking up a slimy 
  object. Swimming in slime-filled waters guarantees contact; 
  most delvers call waterborne slime “scum.”
  A victim dripped on from above or swimming through 
  slime is drenched and affected immediately. A localized touch 
  causes effects in seconds equal to that body part’s DR. A single 
  glove or boot can be ripped off with three Ready maneuvers 
  and a DX roll, so if it has DR 4+, it’s just thick enough. Other 
  garments are too unwieldy to remove in time.
  Slime effects require HT rolls to resist. They’re consid-
  ered poison, so DR – natural or from armor – has no effect 
  beyond delaying the inevitable, but any ability, spell, or item 
  that protects against poison gives its usual benefit. Anyone 
  immune to poison is immune to slime. A Neutralize Poison 
  or Instant Neutralize Poison spell, or the universal antidote 
  (Adventurers, p. 29), ends ongoing effects at once but doesn’t 
  heal injury or prevent re-exposure.
  The HT roll to resist slime ranges from HT-4 to HT-6, with 
  HT-5 being typical. The GM may opt to roll 1d for this:
  1 – Weak. HT-4.
  2-5 – Average. HT-5.
  6 – Virulent. HT-6.
  This is unrelated to the results of failing to resist. Those, 
  too, may be random; roll 3d.
  3-4 – Aggressively Flesh-Eating: Roll resistance at once on 
  initial exposure and every minute thereafter for five min-
  utes. Each failure means 1d corrosion damage while suc-
  cess means 1 point (thus, total injury is from 6 points to 
  6 dice). For one minute after each resistance roll, all DX, 
  IQ, skill, and self-control rolls suffer a penalty equal to the 
  associated damage (i.e., from -1 to -6), halved (round down) 
  for High Pain Threshold or doubled for Low Pain Thresh-
  old. Someone affected only on an extremity or a limb takes 
  injury to just that body part. Actual HP loss can’t exceed 
  the amount needed to cripple (over HT/3 or HT/2), but keep 
  rolling – if total injury is at least twice that, the body part 
  rots off! Someone drenched in slime has no injury limit but 
  must roll on the hit location table (p. B552); if this indi-
  cates a limb or an extremity, assess crippling or dismem-
  berment on the basis of total HP loss. Damage affects flesh, 
  never gear.*
  5-8 – Flesh-Eating: As Aggressively Flesh-Eating, except 
  that failure to resist inflicts only 1d-2 corrosion damage 
  (minimum 1 point) while success deals no injury. Pain, 
  crippling, and dismemberment can still occur.*
  
   
  tHe goo 
  16
  9-12 – Painful: Ordinary failure to resist produces terrible 
  pain: -6 to all DX, IQ, skill, and self-control rolls. High Pain 
  Threshold mitigates this to -3; Low Pain Threshold makes 
  it -12. Critical failure to resist results in paralysis (p. B429), 
  which is scary in combat or when swimming! Effects 
  endure for minutes equal to margin of failure. Additional 
  exposure before this ends resets the duration. For instance, 
  if you failed by seven and were down to your last minute, a 
  new dose means seven more minutes of pain.
  13-16 – Toxic: Roll resistance at once on initial exposure 
  and every minute thereafter for five minutes. Each fail-
  ure means 1d toxic damage. On a success, halve this and 
  round up (for 1-3 points). This is general injury – it applies 
  whether the victim was drenched or just touched the slime 
  with a toe, hand, or whatever. If cumulative 
  injury exceeds 2/3 of the target’s HP, the sub-
  ject is also nauseated (p. B428): -2 to all attri-
  bute and skill rolls, and -1 to active defenses.*
  17-18 – Lethal: As Toxic, except that failure 
  inflicts 2d toxic damage while success means 
  1d. Nausea sets in at the same injury level, 
  but this is reached more quickly.*
  * Injury from damaging slime poison cannot 
  be healed until cycles end, whether on their own 
  or through magical intervention. Re-exposure 
  before such poison ends does not trigger new 
  immediate (first-exposure) effects, or increase 
  the size of penalties or damage dice, but does 
  reset cycle count to five minutes. Anyone killed 
  by such poison liquefies into slime and cannot 
  be resurrected!
  Slime-Spewing Monsters
  It’s hallowed hack ’n’ slash tradition that some boss mon-
  sters – notably Elder Things and demon lords – vomit mon-
  ster-grade slime. The attacker rolls against Innate Attack 
  (Breath) to hit and the recipient may try to dodge or block. 
  Any hit is localized – to the torso, unless aimed precisely – and 
  soaks through in seconds equal to the location’s DR, causing 
  one of the above effects.
  Hit or miss, the spot where the spew was aimed (the tar-
  get’s hex, on a battle map) now contains a slime! Walking in it 
  has the predictable bad effects. If the person who was slimed 
  moves away on very his next turn, he has paid his dues – he’s 
  only deemed to be walking in slime if he stays put or returns 
  on a later turn.
  He is beyond description 
  repulsive, a mass of sooty, 
  shapeless slime, and he devours 
  everything.
  – Celia Laighton Thaxter,  
  An Island Garden
  He slimed me!
  Slime is dangerous but mostly passive – it does very 
  little. On the ceiling, in a tree, or high up on a wall, it’s dif-
  ficult to see. Vision rolls to notice it suffer the standard -2 
  for an overhead threat unless someone is specifically look-
  ing upward (giving -2 to notice dangers on lower levels), 
  or -5 if fleeing or otherwise rushed; the ambient darkness 
  penalty (e.g., -3 for torchlight); and another -2 because 
  slime blends into the moist, mossy environments to which 
  it’s native. Slime just beyond a low archway, up a shaft, or 
  on the far side of a branch can’t be seen unless somebody 
  risks exposure . . .
  Slime lurking above will drop on any substantial food 
  source (e.g., a delver) it senses no more than five yards – 
  a one-second fall – below. Adjusting for range and Acute 
  Detect, detection requires a Sense roll at 16. Success 
  means the slime drips on its target; treat this as a ranged 
  attack. Slime constantly watches the spot under it with an 
  Aim and Wait (see Opportunity Fire, p. B390), so this is at 
  +2 for Aim and +3 for its ultra-precise targeting sense: 13 
  or less. The attack is on the upturned face (-5), hand hold-
  ing the mirror (-4), etc. of someone stealing a quick peek 
  – say, to check for slime. If the victim expects this, he may 
  block or dodge at -2 for attack from above; if he fails his 
  Vision roll, strays beneath slime in battle, or is otherwise 
  unaware, there’s no defense.
  Adventurers might instead step in or lean on slime. 
  Never assume that slime is obvious – ground-level slime 
  is easily mistaken for a puddle! Make a Vision roll as 
  above. There’s no -2 for an overhead threat, but assess 
  -2 if the potential victim is looking upward at the time 
  (probably to check for slime), or -5 if rushed. Failure 
  means contact.
  kill it WitH fire!
  Once slime drops or is detected just sitting there, it’s 
  easily destroyed. It can open holes in itself to let attacks 
  pass through – whence Dodge 11 – but it’s too slow to 
  retreat. (If it dodges, damage hits the surface underneath, 
  which could be dangerous in some places.) It has no DR, 
  and although it’s Diffuse (impaling or piercing attacks 
  inflict at most 1 HP, and all others do 2 HP, unless they’re 
  area, cone, or explosion attacks), it has just 1 HP; a few 
  good whacks will kill it. The only surprise is that it’s highly 
  fire-resistant: DR 24 vs. flame.
  
   
  tHe goo 
  17
  sPore Clouds
  Fungi and molds often attack with spores. Such bursts are 
  momentary – they do their damage and then dissipate. They 
  aren’t notably persistent, never mind aggressive. While they 
  might serve to propagate the parent goo, they don’t truly have 
  a life of their own.
  There are varieties of goo that exist primarily as cohesive 
  clouds of airborne spores. These exhibit rudimentary swarm 
  intelligence and scour open areas, both outdoors and under-
  ground, for living creatures to inoculate. Scholars theorize 
  that these life forms fill a niche similar to slimes in places 
  where there are few convenient places to drip from or pool in.
  ST: 0 
  HP: 2 
  Speed: 7.00
  DX: 14 
  Will: 12 
  Move: 14 (Air)
  IQ: 1 
  Per: 12
  HT: 14 
  FP: N/A 
  SM: 0
  Dodge: 14 
  Parry: N/A 
  DR: 0
  Contact Agent (Resisted by HT-2): Select one option from It 
  Touched Me! (below). Reach C.
  Respiratory Agent (Resisted by HT-2): Select one option 
  from I Breathed Some! (below). Reach C.
  Traits: Combat Reflexes; Enhanced Dodge 3; Flight (Lighter 
  Than Air); Immunity to Mind Control; Indomitable;  
  No Legs (Aerial); No Manipulators; Runny Goo; Unfaze-
  able; Vibration Sense (Air); Vulnerability (Explosions ¥2); 
  Wild Animal.
  Class: Slime.
  Notes: An individual spore cloud is a swirling, tornado-like 
  column about a yard across – one hex on a battle 
  map. Normally, several clouds appear (at least 1d+1, 
  but more if the GM wants!) and maneuver in formation. 
  Treat each as a separate creature, and use the Offensive 
  Stuff (p. 18) and Cloudbusting (p. 18) rules instead of 
  Swarm Attacks (p. B461). Unaffected by Animal or Plant 
  spells that don’t specifically target slimes. Far too stupid 
  to negotiate!
  It Touched Me!
  Those who come into contact with spores must make 
  a HT-2 roll every turn they’re in the cloud, unless wearing 
  a sealed outfit (a rarity!). Damage Resistance is worthless, 
  but anything effective against poison works normally. Each 
  failure costs FP or HP. Enough harm leads to symptoms 
  that won’t abate until the victim is healed above the indi-
  cated threshold. The GM may choose the details or roll 1d.
  1 – Blinding: 1 HP of corrosion damage to flesh (not gear). 
  The effects are most intense for the eyes – cumulative 
  injury past 2/3 of HP leads to Blindness (p. B124).
  2 – Festering: 1 HP of corrosion damage to flesh (not gear). 
  The resulting pus discharge causes gear – especially armor 
  – to stick or slip, bare feet to lose purchase, and grue to drip 
  into the eyes. Cumulative injury gives -1 to DX past 1/3 of 
  HP, -2 to DX past 1/2 of HP, or -3 to DX past 2/3 of HP. Pen-
  alties double if clad in torso protection with DR 1+, wearing 
  any head covering, or performing a task involving a body 
  part in DR 1+ armor (attacking with an armored hand or 
  arm, kicking with an armored leg or foot, etc.). They triple 
  if two conditions apply, quadruple if all three do!
  3 – Overheating: 1 FP of fatigue damage that cannot be 
  restored without water and cool surroundings. Cumulative 
  fatigue past 1/3 of FP gives Unfit (p. B160): -1 to future HT 
  rolls and double FP costs from exertion (though not from 
  this poison). Those who are already Unfit, naturally or due 
  to another effect, grow Very Unfit: -2 to HT rolls and halved 
  FP recovery rate.
  4 – Sensitivity: 1 HP of toxic damage. This breaks down the 
  body’s defenses against a wide range of toxins. Cumulative 
  injury past 2/3 of HP causes Vulnerability (p. B161) that 
  doubles all future corrosion, fatigue, or toxic damage from 
  any kind of goo – this one included!
  5 – Stinging: 1 HP of corrosion damage to flesh (not gear). 
  This causes skin to blister. Cumulative injury past 1/3 of 
  HP gives moderate pain (-2 to DX, IQ, skill, and self-control 
  rolls). Past 1/2 of HP, this rises to severe pain (-4); past 2/3 
  of HP, to terrible pain (-6). Double pain penalties for Low 
  Pain Threshold, halve them for High Pain Threshold.
  6 – Swelling: 1 HP of toxic damage. This causes disturbing 
  swelling. Cumulative injury past 1/3 of HP causes -2 to DX. 
  Past 1/2 of HP, this worsens to -4. Past 2/3 of HP, also add 
  a Weakness (p. B161) to being in garments with any DR at 
  all, as these bite into flesh for 1d points of physical injury 
  per minute until stripped off.
  I Breathed Some!
  Those who breathe must roll at HT-2 on any turn involving 
  time in the cloud, unless holding their breath (pp. B351-352). 
  Here, too, anti-poison countermeasures are effective but DR 
  isn’t, and each failure inflicts harm that accumulates to cause 
  lasting symptoms. Again, the GM may choose or roll 1d.
  
   
  tHe goo 
  18
  1 – Confusion: 1 FP of fatigue damage. This is mental fatigue. 
  Cumulative fatigue past 1/3 of FP leads to -2 to IQ, also 
  reducing Will, Per, and associated skills (including spells!). 
  Past 1/2 of FP, this worsens to -4. Past 2/3 of FP, also add 
  Confused (15): with the -10 to self-control in combat, that 
  demands a 5 or less roll each turn to do anything but defend 
  and counterattack; see p. B129.
  2 – Coughing: 1 HP of toxic damage. This irritates the lungs 
  – cumulative injury past 1/3 of HP causes uncontrolla-
  ble coughing giving -3 to DX and -1 to IQ, and making 
  Stealth impossible.
  3 – Nausea: 1 HP of toxic damage. The odor is disgusting! 
  Cumulative injury past 1/3 of HP gives -2 to all attribute 
  and skill rolls, and -1 to active defenses. Being stunned or 
  failing a Fright Check while these penalties apply requires 
  a HT roll to avoid (25 - HT) seconds of retching (p. B429).
  4 – Numbness: 1 FP of fatigue damage. This awful nerve toxin 
  causes progressive loss of sensation. Cumulative fatigue 
  past 1/3 of FP gives Bad Grip 1 (p. B123): -2 to tasks that 
  require a firm grip, including weapon use. Past 1/2 of FP, 
  this becomes Bad Grip 2 (-4). Past 2/3 of FP, it’s Bad Grip 3 
  (-6) and Numb (p. B146). One combat effect of Numb is an 
  extra -3 to Fast-Draw.
  5 – Shakes: 1 HP of toxic damage. This is a dif-
  ferently awful nerve toxin. Cumulative injury 
  past 1/3 of HP gives -2 to DX. Past 1/2 of HP, 
  this worsens to -4. Past 2/3 of HP, add Total 
  Klutz (p. B141): any failure at a DX-based task 
  becomes a critical failure.
  6 – Wheezing: 1 FP of fatigue damage. The spores 
  obstruct the lungs. Cumulative fatigue past 1/3 
  of FP gives Unfit (p. B160): -1 to future HT 
  rolls and double FP costs from exertion (but 
  not from this poison). Those who are already 
  Unfit, for whatever reason, become Very Unfit: 
  -2 to HT rolls and halved FP recovery rate.
  Even Nastier?
  The GM can make resistance harder, increase 
  FP or HP loss, or “stack” effects. In that last case, 
  it’s easiest to pick one damage type and assess all 
  symptoms as injury or fatigue mounts. As spore 
  clouds are hard to avoid, such measures lead to 
  tough “boss” encounters!
  Another option is to mass multiple spore 
  clouds into a huge one, using the rules under 
  Ooze Ponds (pp. 11-12) to find diameter, SM, 
  IQ, and HP; e.g., 36 spore clouds would form 
  a cloud six yards across with SM +5, IQ 9, and 
  HP 12. Unlike ooze, such a monster would still 
  engulf to attack, making Reach and number of 
  attacks irrelevant (although its larger size makes 
  it harder to escape), and would remain capable of 
  moving and dodging. Like ooze, however, it might 
  have special abilities at IQ 12+ – say, Magery 
  and Air magic, or Power Investiture (Druidic) 
  and Weather spells – and split into a number of 
  determined vengeance-seekers if “killed.”
  A further possibility is to have some boss 
  monster exhale spore clouds as a weapon! Use 
  Slime-Spewing Monsters (p. 16) for this, except 
  that a spore cloud can fly around as a monster in 
  its own right on the next turn of the creature that 
  coughed it up.
  offensive stuff
  Spore clouds can seep in anywhere gases can. The first sign 
  of attack is usually when the spores stream out of a tiny crack or 
  through dense vegetation. They do so at Move 14 and come from 
  upwind outdoors (add +1 to Move per 5 mph of wind speed).
  A spore cloud never makes attack rolls! Regardless of its combat 
  maneuver, if it ends its turn in close combat with someone, it hits 
  unless its target can dodge and retreat or dive for cover (p. B377) to 
  step or leap into a spore-free spot. The Defense Bonus of a buckler, 
  cloak, or shield, a spell (e.g., Deflect or Shield), or anything similar 
  is worthless – the attack isn’t frontal. And if the victim withdraws or 
  jumps into more spores, he’s hit anyway!
  A fighter foolish enough to run through a spore cloud on his turn, 
  even briefly, is also hit. No defense is allowed.
  In either case, roll for resistance only once per turn – on the vic-
  tim’s turn – regardless of how many yards of spores are traversed.
  Cloudbusting
  A spore cloud is a maddening adversary. It isn’t an easily 
  smashed swarm but an agile opponent sensitive to the tiniest air 
  currents, with a Dodge of 14 vs. attacks from all directions. It favors 
  All-Out Defense (Increased Dodge) for +2 to defend, as this still lets 
  it maneuver at Move 7 to engulf and harm targets. It may retreat in 
  any direction – and if there’s at least a yard of vertical clearance, this 
  includes up, for +4 instead of +3.
  With HT 14, the cloud is likely to expire only at -5¥HP, after 12 
  points of injury. That usually takes from six to 12 successful hits, 
  because being Diffuse, spore clouds take just 1 HP from impaling 
  or piercing attacks, 2 HP from other attacks. Area-effect, cone, and 
  explosion attacks work normally, but the cloud can “dive” two yards 
  for cover thanks to its high Move. Fortunately for delvers, explo-
  sions do double injury.
  The other weakness adventurers can exploit is the Lighter Than 
  Air limitation on Flight. Every 5 mph of wind moves the cloud one 
  yard in the direction it’s blowing. Air magic or just standing upwind 
  can limit the spores’ maneuverability.
  Are they all going to swarm in here and drain the life out of us?
  – Scully, in The X-Files #1.19
  
   
  slimin’ it 
  19
  Goo ought to be disgusting, and the GM is encouraged 
  to play this up. Delvers should encounter it in unpleasant 
  places – from the stagnant, mushroom-scented bayou dotted 
  with rotten, centipede-covered stumps, through the forgotten 
  graveyard full of lichen-eroded tombstones in its midst, to the 
  slime-dripping catacombs beneath. Beyond setting the scene, 
  this builds tension: What’s that moving under the surface 
  scum? Is this glop harmless or the kind that eats flesh? What’s 
  that awful smell?
  Here’s a little help with the answers . . .
  knoW your goo
  In dealings with goo, the knowledge skill required for 
  Recognition (Dungeons, p. 9) and Exploiting Weaknesses 
  (Dungeons, p. 10) is Naturalist. This replaces Physiology, 
  Psychology, and Hidden Lore in rules that call for those 
  skills. Goo is neither physically nor mentally nor socially 
  complex enough to rate dedicated specialties of its own.
  As goo is a standard wetlands menace in Dungeon  
  Fantasy, adventurers can also try recognition rolls (only) 
  against Survival (Swampland). If the campaign uses Sur-
  vival (Subterranean), from Pyramid #3/50: Dungeon Fantasy 
  II, that skill works as well.
  Goo is extremely variable, however. Oozes form ponds with 
  arcane abilities; jelly has only two basic varieties, but one pos-
  sesses unpredictable capabilities; puddings come in at least 
  seven colors, two of them rare; slimes all look alike but exude 
  15 different toxins; molds offer 27 color-texture patterns 
  before even considering atypical specimens; fungus exhibits 
  diverse morphologies unrelated to its 36 possible ability com-
  binations; and spore clouds may produce any of 36 common 
  toxin blends and countless uncommon ones. Recognition rolls 
  that succeed by 0-4 give broad monster type (fungus, jelly, 
  mold, etc.) but provide further details only if there are visual 
  warning signs, as with puddings and molds. Success by 5+ 
  spots subtle markers hinting at the threat that a slime, fungus, 
  or spore cloud poses, or that distinguish a jelly as absorptive. 
  Predicting what an ooze pond or an absorptive jelly can do 
  requires Identify Slime: a spell that works like Identify Plant 
  and requires Power Investiture 1 (Druidic).
  gooey enCounters
  The customary use of goo is to spice up subterranean and 
  wilderness adventures. The stationary and near-stationary 
  kinds (fungi, molds, and slimes) are basically obstacles or 
  traps, adding variety to the usual falling rocks, lava pits, poison 
  gas, and quicksand. The mobile sorts expand the range of crea-
  ture encounters: jellies serve as stealth ambushers, puddings 
  make fine brutes, and oozes and spore clouds are excellent 
  skirmishers and wandering monsters. Goo is perfect for times 
  when complacent delvers start to assume that everything is 
  snares and orcs . . . and for places too gross for those orcs, like 
  garbage heaps and cesspits (even orcs have standards).
  That said, use goo in moderation if the delvers were led 
  to expect hidden crossbows and stand-up fights – especially 
  if they lack countermeasures like Neutralize Poison spells 
  and corrosion-resistant armor. If every dark corner harbors 
  gear- or flesh-eating gunk, the game will slow to a crawl as the 
  adventurers prod everything with 10’ poles, purify their path 
  with Area spells, and pause to recover the FP. If every chamber 
  is rotten with mold and fungus to weaken the heroes and dis-
  solve their precious stuff, and has a ceiling full of slime to drib-
  ble on them mid-battle, the adventure will become a deadly 
  slog. And goo rarely hordes treasure proportional to its danger. 
  Players whose idea of fun is disarming traps, battling dragons, 
  and carrying off loot will find unforeseen goo-fests annoying.
  gooey tHemes
  Goo is thematic in some environments, though. If the heroes 
  have been warned to expect it (see Finding a Quest, Dungeons, 
  p. 4; Tavern Tales and Moldy Books, Dungeons, p. 17; and Travel 
  Arrangements, Wilderness Adventures, pp. 20-21), it can be 
  the adventure’s primary threat. The quest may feature a bewil-
  dering variety of fungi, molds, and slimes instead of traps; 
  every flavor of jelly, ooze, pudding, and spore cloud as stock 
  monsters; and extra-toxic spore-cloud colonies, powered-up 
  absorptive jellies, and massive ooze ponds as boss fights.
  Where is goo thematic? Lots of places! At the GM’s option, 
  it might be “standard” in certain kinds of locales. If so, any-
  one with the correct skill – specific Area Knowledge always 
  counts – can make an IQ-based roll to know this in advance. 
  Some suggestions:
  • Filthy sites like dumps and sewers, especially ones with 
  alchemical runoff: Urban Survival.
  • Bayous, bogs, fens, marshes, swamps, and other wet-
  lands: Naturalist or Survival (Swampland).
  • Graveyards, buildings, or entire cities half-drowned by 
  flooding: Urban Survival.
  • Damp dungeons, particular those beneath rivers and lake 
  beds: appropriate Hidden Lore for forgotten labyrinths, Nat-
  uralist for warrens, Prospecting for mines, or Survival (Sub-
  terranean) for caves.
  • Curse-blighted wilderness, where goo feeds on dead flora 
  and fauna: Occultism.
  • Weird terrain where giant fungus and villous growths 
  replace trees and grass: no roll needed!
  • Locales linked to Elder Things (many of which are huge, 
  intelligent goo): Hidden Lore (Elder Things).
  CHAPter tWo
  slimin’ it
  
   
  slimin’ it 
  20
  What else will the delvers find when they arrive?
  Icky mundane stuff. Ordinary mold to spoil rations. 
  Dangly moss to conceal what’s in the trees – and thick algal 
  scum to hide what’s underwater. Stinging plants (Wilderness 
  Adventures, pp. 33-34) and swarming creepy-crawlers 
  (Wilderness Adventures, p. 34) that make life miserable.
  Water-related menaces. Goo is moist. The water comes 
  from rivers and lakes that can drown the unfortunate 
  (Wilderness Adventures, p. 29) or create quicksand and sink-
  holes (Wilderness Adventures, p. 33). Giant and dire versions 
  of aquatic creatures like frogs, turtles, and Big Fish may live 
  in it. Underground, water overhead can threaten a cave-in.
  Gross monsters! Monstrous versions of annelids (worms, 
  leeches, leaping leeches, etc.), arachnids (particularly spiders 
  and scorpions), insects, myriapods (’pedes), and terrestrial 
  molluscs as big as slughemoths (Monsters 1, p. 27). Fungoids 
  like crushrooms (Dungeons, p. 22). Atypical slimes such as the 
  erupting (Dungeons, p. 23) and undead (Monsters 1, p. 32) 
  varieties. Ordinary undead, too – they’re rotten, immune to 
  poison, and repellent to goo.
  Random weirdness. Cilia-covered walls, strange biological 
  smells, and so on. The dungeon may well be a “living room”; 
  see Pyramid #3/76: Dungeon Fantasy IV.
  gooey loot
  Goo doesn’t hoard treasure because it isn’t smart enough 
  to care. Still, if it is capable of killing and doesn’t do so 
  using corrosion damage that dissolves gear, past victims’ 
  possessions might be found nearby. Corrosive fungi, yellow 
  molds, and oozes destroy almost everything. Other fungi 
  and molds, and most spore clouds, slay the living to grow on 
  but leave objects intact. Jellies digest only organic matter. 
  Puddings and flesh-eating slimes eat meat. When in doubt, 
  read the description!
  The location of any surviving swag depends on the goo’s 
  mobility. Fungi, molds, and slimes will be growing on or cover-
  ing their victims’ bodies and equipment. The delvers must kill 
  the monster and then make a DX-based roll against Poisons 
  to remove it – or against Alchemy, for weirdness like dazzler, 
  lurker, or psychic wailer fungus, or black, blue, or red mold. 
  Any failure causes effects identical to the dead goo’s attack.
  Jellies digest their prey and spew indigestible items behind 
  them. A Tracking roll can pick up the trail. This might cross 
  half the dungeon, but recent goodies should be strewn along 
  the way . . . one coin or ring or piece of armor at a time. The 
  same trick works for puddings, but as they stay put to eat, the 
  plunder is in one neat pile per victim.
  Oozes dissolve almost everything but orichalcum. Harder 
  gems (like diamonds) can survive as well. To find this stuff, 
  Tracking works just as for a pudding – though the real booty 
  is inevitably at the bottom of an ooze pond.
  Spore clouds aren’t trackable and don’t take up residence 
  on their kill. The spores they deposit on their victims grow 
  into some sort of fungus or mold. The GM can roll randomly 
  or match this as closely as possible to the cloud’s abilities – 
  scholars have never worked out the relationship. Delvers who 
  find glop-coated loot sitting nowhere near other goo may find 
  themselves jumped by spore clouds as they try to recover it!
  Just tHe goo PArts
  Goo can even be loot. Live specimens attack people who try 
  to use them as weapons in their own right. Dead ones – while 
  hazardous to those who handle them – go “splat” and do noth-
  ing if hurled at enemies. Yet with suitable reagents, craftsmen 
  in town can turn these organisms into poisons and potions.
  Collecting dead goo requires a Poisons roll if the goal is 
  to sell it as an ingredient for poison (allowed for monsters 
  that do corrosion, fatigue, or toxic damage), a Hazardous 
  Materials (Magical) roll otherwise. Roll once for all goo of 
  each type in an encounter. With the exception of puddings, 
  these creatures are unusually volatile; any failure spoils 
  the sample and means the looter is affected as if attacked. 
  With puddings, the danger is twitching – failure wastes the 
  corpse, but critical failure also means being “punched” for 
  4d crushing.
  Success won’t make anybody rich, yielding ingredients 
  that sell for $4 ¥ (goo’s HP score):
  $4 per slime (kids hunt slime with rocks – don’t expect to 
  get rich just because it fell on you)
  $4 per square yard of mold
  $8 for a spore cloud (when it settles, there isn’t much left)
  $48 for an ooze (but “ooze farmers” can harvest a lot of 
  ooze by strategic halving)
  $60-$200 for a jelly
  $80-$600 for a fungus
  $160 for a pudding
  Every $40 of value weighs 1 lb.
  The stuff’s precise use is deliberately left vague – process-
  ing goo requires facilities reserved for guildmasters. How-
  ever, if someone in town specifically needs red pudding for 
  alchemist’s fire, slippery mold for thieves’ oil, smoker fungus 
  for smoke nageteppo, or whatever, the delvers might be given 
  a quest that pays their choice of the usual cash or double that 
  in kind. For instance, that red pudding might score $160 or 
  three vials of alchemist’s fire, while a smoker fungus gives 
  $80 or four nageteppo.
  Exceedingly rare specimens – powered-up absorptive jellies, 
  spellcasting ooze ponds, gray puddings, etc. – are worth much 
  more. Multiply price by 2d on the open market. If they’re quest 
  objectives, the delvers may receive one-of-a-kind rewards!
  
   
  index 
  21
  goo index
  For quick reference, here’s a combined listing of all the 
  goo, fungoids, etc. in this work and past GURPS Dungeon 
  Fantasy volumes.
  Monster: The monster’s name, with base type placed before 
  any qualifier; e.g., the erupting slime and undead slime appear 
  as “slime, erupting” and “slime, undead” to at least try to con-
  tain the slime.
  Reference: The Dungeon Fantasy publication where 
  the monster appears, along with the page number; e.g., 
  “Dungeons, p. 23” for the erupting slime.
  Class: The type of monster; see Reading Monster Stats (p. 3).
   Monster 
  Reference 
  Class
   Crushroom 
  Dungeons, p. 22 
  Plant
   Fungus 
  p. 5 
  Plant
   Fungus, Skull 
  Psi, p. 40 
  Slime
   Jelly 
  p. 7 
  Slime
   Mold 
  p. 9 
  Slime
   Ooze 
  p. 11 
  Slime
   Pudding 
  p. 13 
  Slime
   Slime 
  p. 15 
  Slime
   Slime, Erupting 
  Dungeons, p. 23 
  Slime
   Slime, Undead 
  Monsters 1, p. 32 
  Slime/Undead
   Spore Cloud 
  p. 17 
  Slime
  index
  Absorptive jellies, 7-8.
  Advantages, goo, 4.
  Adventures, encounters, 19; themes, 19-20.
  Astral pudding, 13.
  Attributes, goo, 3, 4.
  Bodies, goo, 4.
  Brown pudding, 14.
  Dazzlers, 4.
  Elder Gods, oozes and, 11; slime-spewing, 
  16.
  Encounters, see Adventures.
  Environment, appropriate, 19-20.
  Frost pudding, 13-14.
  Fungi, 5-6; defined, 4; detection by, 6.
  Glop, defined, 4.
  Glossary, 4.
  Goo, alternate names, 4; as loot, 20; bodies, 
  4; defined, 4; detection by, 4; encounters, 
  19; environments, 19-20; IQ of, 3, 4; 
  knowledge skills, 19; loot, 20; meta-traits, 
  4; minds, 4; overview, 4; reading stats, 
  3; recognizing, 19; skills of, 3; ST of, 3; 
  themes, 19-20; see also specific goo.
  Gray pudding, 13.
  Green pudding, 14.
  Gunk, defined, 4.
  GURPS, 3; Dungeon Fantasy, 19; Dungeon 
  Fantasy 1: Adventurers, 9, 15; Dungeon 
  Fantasy 2: Dungeons, 3, 5, 6, 8, 9, 14, 
  19, 20; Dungeon Fantasy 3: The Next 
  Level, 7, 13; Dungeon Fantasy  
  5: Allies, 8; Dungeon Fantasy 11: 
  Power-Ups, 8; Dungeon Fantasy 
  14: Psi, 8, 13; Dungeon Fantasy 
  16: Wilderness Adventures, 19, 20; 
  Dungeon Fantasy Monsters 1, 3-5, 8, 
  20; Magic, 5, 9.
  Identify Slime spell, 19.
  Jellies, 7-8; defined, 4; detection by, 8.
  Loot, hoarded by goo, 20; selling goo, 20.
  Lurkers, 4.
  Magma pudding, 14.
  Meta-traits, new, 4.
  Minds, goo, 4.
  Mirrored pudding, 14.
  Molds, 9-10; defined, 4.
  Monsters, plant class, 5-7 slime class, 7-18; 
  slime-spewing, 16; spore-spewing, 18; see 
  also Goo, specific goo.
  Naturalist skill, 19.
  Oozes, 11-12; defined, 4; detection by, 12; 
  ponds, 11-12.
  Plant-classed monsters, 5-7.
  Psychic walkers, 4.
  Puddings, 13-14; defined, 4; detection by, 14.
  Pyramid, #3/50: Dungeon Fantasy II, 19; 
  #3/76: Dungeon Fantasy IV, 20; see also 
  GURPS.
  Red pudding, 14.
  Runny Goo meta-trait, 4.
  Sand pudding, 14.
  Scum, defined, 4.
  Silver pudding, 14.
  Skills, goo, 3; for locating, 19; for 
  recognition, 19.
  Slime-classed monsters, 7-18.
  Slimes, 15-16; defined, 4; detecting, 16; 
  detection by, 16.
  Smokers, 4.
  Spell, new, 19.
  Spongy Goo meta-traits, 4.
  Spore clouds, 17-18; defined, 4; huge, 18.
  Swamp pudding, 14.
  Treasure, see Loot.
  Tremblers, 4.
  Wailers, 4.
  White pudding, 13-14.
  Mold slays the careless who brush dungeon walls,
  Fungus feels heavy footfalls on the floor,
  Slime rains down from above in darkened halls,
  And all dank air is home to stinging spore.
  Jelly awaits in places there is doubt,
  Pudding batters doors before coming through,
  Ooze moves swiftest and cannot be kept out,
  All of these things you must know about goo.
  Do not trust a pond if it is not clear,
  Never ford a puddle unless you must,
  Where mushrooms sprout and rot is in the air,
  No quiv’ring bright-colored thing should you trust.
  Forget not that one touch of gunk most foul,
  Slays as surely as beasts that gnash and howl.
  – Delvers’ sonnet (trad.)
  
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SOURCE: textdata/thevault/Bestiaries/GURPS 4E - Dungeon Fantasy Monsters 2 - Icky Goo [SJG-0329, v1.1].pdf