TEXT: In the official future rules for the D20 Modern
  roleplaying game there are two stellar hazards and
  two xenobiological hazards, hardly enough variety
  for any campaign that stretches from one end of the
  galaxy to the other.While I have written a few new
  hazards for the Future: Datastream subscribers,
  and several hazards written for D20 System fantasy
  games could be used, it’s my opinion that the over-
  worked gamemaster running a futuristic campaign
  can always use more hazards to throw at his unsus-
  pecting players.
  For ease of use the stellar and xenobiological haz-
  ards presented in the future SRD are also included in
  this PDF.These are in addition to the 13 new hazards
  that are included herein.
  WHAT’S REQUIRED TO
  USE THIS PDF?
  In order to use Future: 13 Xenobiological and
  Stellar Hazards you will need the D20 Modern
  roleplaying game,published by Wizards of the Coast,
  Inc., and the official future supplement, also pub-
  lished by Wizards of the Coast,Inc..You can find both
  at your favorite local game store or online at any
  number of roleplaying game vendors.No other Ronin
  Arts products are required to use this PDF.
  FUTURE: DATASTREAM
  As of the time of publication,Ronin Arts’Future:
  Datastream subscription service is running, intro-
  ducing new material for futuristic campaigns five
  times each week. For more information on the
  Future: Datastream, including subscription infor-
  mation, please visit the official forums at
  www.d20projects.com.
  OPEN GAME CONTENT
  All of the text of this PDF is presented as open
  game content.While this means absolutely nothing
  to your campaign it does give other publishers per-
  mission to use this material as long as they follow the
  open game license (see the end of this PDF).
  Copyright © 2005 Philip Reed.You may not distribute this document without permission of the publisher.Some portions of this document are present-
  ed as open game content,see the Open Game License at the end of this document for more information.
  Ronin Arts and the Ronin Arts logo are trademarks of Philip Reed and Christopher Shy.For more information on Ronin Arts,and Ronin Arts’sister com-
  pany,Studio Ronin,please visit www.roninarts.com and www.studioronin.com.
  'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast,Inc.and are used according to the terms of the d20 System License ver-
  sion 6.0. A copy of this License can be found at www.wizards.com/d20.
  d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast,Inc.in the United States and other countries and is used with permission.
  Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
  13 xenobiological
  and stellar hazards
  by philip Reed
  
  2
  I I I I I I I I I I I I I I I I I I I I I
  Stellar Hazards
  I I I I I I I I I I I I I I I I I I I I I
  As originally presented in the future SRD,stellar
  hazards were designed as a vehicle for subjecting
  characters and creatures to the dangers of radia-
  tion. In the interest of expanding the flexibility of
  stellar hazards, the following new hazards involve
  damaging a ship’s hit points, sensors, and commu-
  nications gear.
  COSMIC RAYS
  Cosmic rays,unlike solar flares,cannot be predict-
  ed.Consisting of subatomic particles moving at rela-
  tivistic speeds,these rays can penetrate miles of solid
  mass (though extremely few get through the Earth’s
  atmosphere without colliding with other atoms or
  molecules, effectively rendering them harmless). In
  space,these subatomic particles can cause severe cell
  damage,even genetic mutation.
  An unprotected creature exposed to radiation
  from a cosmic ray shower is treated as “highly irra-
  diated”for the purposes of determining the radia-
  tion’s effects (see Radiation Sickness in the future
  SRD).
  DARK MATTER CLOUD
  Undetectable and rare,a cloud of dark matter –
  a type of matter that can only be seen with
  advanced (PL 9 or higher) equipment though it’s
  effects on gravity can be detected as early as the
  Information Age (PL 5) – can have devastating
  effects on any starship unfortunate enough to cross
  paths with this hazard. Dark matter clouds float
  seemingly aimlessly through space, rarely a con-
  cern for starships or their crews.
  When a starship comes into contact with a dark
  matter cloud – most clouds are one tactical square
  in size though a few reports of larger clouds have
  been recorded in the past – the ship immediately
  suffers 4d20 points of damage as the dark matter
  particles come into contact with the ship’s hull.
  After suffering damage,the pilot must make a suc-
  cessful Pilot check (DC 20) when leaving the affect-
  ed tactical square – on a failed check the ship suf-
  fers another 4d20 points of damage as it pulls away
  from the cloud.
  A starship equipped with sensors that makes an
  active sensor scan (see the Computer Use skill in
  the future SRD) over an area of space affected by a
  dark matter cloud can correctly locate the cloud’s
  position on a successful check (DC 30).Once detect-
  ed by sensors the starship can track the clouds
  position for 3d4 rounds after which point the cloud
  must be reacquired. At PL 9 or higher the DC to
  detect a dark matter cloud drops to 20 (or,in cam-
  paigns featuring equipment that can see dark mat-
  ter,no check is required).
  DEEP SPACE WAVE
  Similar to cosmic rays (see above),a deep space
  wave is a stream of molecule-sized particles mov-
  ing rapidly through space – the source of deep
  space waves has yet to be discovered.When a deep
  space wave impacts a starship the particles rip
  stellar hazards
  stellar hazards
  ABOUT THE AUTHOR
  Philip Reed has been working professional-
  ly in the roleplaying game industry since 1995.
  In that time he has worked for such companies
  as West End Games, Privateer Press, and Steve
  Jackson Games.Today Philip spends his days at
  home running Ronin Arts,writing and design-
  ing new games, and reading whatever books
  interest him at the time.To learn more about
  Philip Reed – and Ronin Arts – please 
  visit 
  www.philipjreed.com/php
  and
  www.roninarts.com.
  
  through the ship’s hull, creating millions of molec-
  ular holes that breach the starship’s hull (fine size
  hull breach,see Decompression in the future SRD).
  A starship equipped with sensors that makes an
  active sensor scan (see the Computer Use skill in
  the future SRD) over an area of space affected by a
  deep space wave can correctly locate the wave’s
  position on a successful check (DC 20).A deep space
  wave is a line 5,000 ft.wide stretching through an
  entire star system.A starship equipped with a par-
  ticle field is immune to the effects of a deep space
  wave.
  Unprotected characters and creatures that are
  exposed to radiation from a deep space wave
  shower are treated as “moderately irradiated” for
  the purposes of determining the radiation’s effects
  (see Radiation Sickness in the future SRD).
  ORBITAL SWARM
  Around once-technologically advanced planets
  that have experienced an apocalyptic event, leav-
  ing them reduced to the Stone Age (or other PL
  below the Information Age), there is frequently a
  debris field littered with long-forgotten, malfunc-
  tioning satellites, spacecraft, and orbital stations.
  As the centuries pass, much of this debris falls to
  the planets surface and is destroyed. Sometimes,
  though, gravitational and galactic forces act in
  unexpected ways to create a dense swarm of debris
  that continuously orbits the planet,hampering any
  attempts to enter or escape the planet’s atmos-
  phere.
  A world surrounded by an orbital swarm
  requires six Pilot checks (DC 20 + 2/PL of the world
  before the apocalypse) anytime a starship enters or
  exits the planet’s atmosphere. On each successful
  check the starship suffers 2d8 points of damage
  from debris; on each failed check the starship suf-
  fers 2d20 points of damage.
  An orbital swarm could be cleaned up,though it
  would require months of work. There have been
  reports of weapons that can generate an orbital
  swarm around a planet though those reports are as
  yet unsubstantiated. If they were true, a military
  armed with such a weapon would hold a signifi-
  cant strategic advantage over an enemy world.
  RADIO ECHO
  Space, especially regions close to inhabited
  worlds,is overrun with radio echoes from the past.
  In some instances starships stumble across areas of
  space in which intense radio echoes have near-cat-
  astrophic effect on the starship’s sensors and com-
  munications gear. A typical radio echo is a line of
  disruption 10,000 ft.wide that stretches complete-
  ly through a star system – any starship that passes
  through this line of disruption suffers the adverse
  effects of the radio echoes.
  A starship’s sensors are reduced by two cate-
  gories of effectiveness when inside a radio echo
  stream.If this reduces the sensor’s category below
  Class I the ship effectively has no sensors until it
  leaves the affected area of space.
  Example:A starship equipped with a Class VI sen-
  sor array is treated as possessing a Class IV when
  subjected to the effect of radio echoes.
  Starship communications systems – excluding
  a drive transceiver, ansible, or any other PL 9 or
  higher equipment – are completely worthless
  when the ship enters a radio echo stream. This
  includes the starship’s internal comm.systems.
  Radio echoes can be detected with a standard
  active sensor scan (see the Computer Use skill in
  the future SRD). When encountered the starship’s
  comm. system is filled with thousands of commu-
  nications from the past, all of which are overlap-
  ping each other making it impossible to under-
  stand anything received by the ship’s comm. sys-
  tems.
  SOLAR FLARE
  Solar flares release tremendous amounts of
  electromagnetic energy (including harmful ultravi-
  olet rays and X-rays),as well as highly charged pro-
  tons and electrons.The effects are comparable to a
  radioactive blast from one hundred million billion
  tons of TNT (compared to the 20,000-ton equiva-
  lent blasts that destroyed Hiroshima and
  Nagasaki). Fortunately, while solar flares aren’t
  rare,they are predictable.
  An unprotected creature exposed to radiation
  from a solar flare is treated as “severely irradiated”
  for the purposes of determining the radiation’s
  effects (see Radiation Sickness in the future SRD).
  I I I I I I I I I I I I I I I I I I I I I
  3
  I I I I I I I I I I I I I I I I I I I I I
  STELLAR HAZARDS
  
  In addition to facing dangerous creatures and
  harsh environmental conditions, space explorers
  must occasionally contend with xenobiological
  hazards – nonsentient forms of life that are, by
  their very nature, menacing and dangerous with-
  out being openly adversarial.
  Xenobiological hazards are treated more like
  traps than creatures.They have Challenge Ratings
  (CRs),and heroes earn experience points for surviv-
  ing or overcoming them. A xenobiological hazard
  might be a pool of corrosive slime or a patch of
  mold that feeds on the warmth of nearby life
  forms. It’s not deliberately predatory, just danger-
  ous by nature.
  Additionally,
  space explorers may also
  encounter non-living hazards (typically unusual
  fogs).
  CORROSIVE MEMBRANE (CR 2)
  These long, flesh-like strings stretch across
  objects,slowly growing to fill entire areas if they’re
  left unchecked. A patch of corrosive membrane
  springs from the shell of a character or creature
  that was completely devoured by a patch of
  Jefferson’s Root (see p. 5). This foul hazard has a
  symbiotic relationship with Jefferson’s Root: a cor-
  rosive membrane patch shrivels up and dies within
  2d6 minutes of being separated from a patch of
  Jefferson’s Root.
  A single 5-foot corrosive membrane patch deals
  1d2 points of Constitution damage per round (+1
  point of Constitution drain for each adjacent
  Jefferson’s Root patch) while it devours flesh.
  Against wood or metal, a corrosive membrane
  patch deals 1d3 points of damage per round,ignor-
  ing metal’s hardness but not that of wood. It does
  not harm stone.
  An injection of sporekill or 5 or more points of
  cold or fire damage destroys a 5-foot corrosive
  membrane patch.
  CYBERNETIC SLIME (CR 3)
  This black-colored slime is a mixture of artificial
  and organic fluids, brought into existence when a
  cybernetic component is damaged and left unre-
  paired.One week after suffering damage,there is a
  15% chance that an unrepaired cybernetic compo-
  nent will fill with cybernetic slime,inflicting 1 point
  of Constitution damage to the character for each
  day the problem is left untreated. A character that
  is completely consumed by the cybernetic slimes
  (and character reduced to a Constitution score of 0
  or lower) is forever lost, leaving behind a 5-foot
  patch of cybernetic slime. Curing a character of
  cybernetic slime – before it kills him – requires
  that the damaged cybernetic component be
  repaired and then five successful Treat Injury
  checks (DC 15),each check requiring a full day dur-
  ing which time the victim may do nothing but rest.
  When touched, a 5-foot patch of cybernetic
  slime deals 2d4 points of acid damage per round
  4
  I I I I I I I I I I I I I I I I I I I I I
  Xenobiological hazards
  I I I I I I I I I I I I I I I I I I I I I
  xenobiological hazards
  xenobiological hazards
  E-FUTURE TILES: 
  XENOMORPH HIVE
  Four of the hazards in this PDF – corrosive
  membrane, Jefferson’s Root, space slime, and
  the space slime pool – are depicted in
  SkeletonKey 
  Games’
  e-Future 
  Tiles:
  Xenomorph Hive tile set. You can use the
  Xenomorph Hive tile set to create a minia-
  tures-scale alien environment into which
  your players must descend, possibly to never
  return. To learn more about SkeletonKey
  Games, and their e-Future Tiles series –
  please visit www.skeletonkeygames.com
  or www.starbaseprime.com.
  
  while it devours flesh.On the first round of contact,
  the slime can be scraped off a creature (most likely
  destroying the scraping device), but after that it
  must be frozen,burned,or cut away (dealing dam-
  age to the victim as well). Against wood or metal,
  cybernetic slime deals 1d6 points of acid damage
  per round,ignoring the metal or wood’s hardness.
  A character with cybernetics that comes into
  contact with a patch of cybernetic slime must
  make a successful Fortitude saving throw (DC 15)
  or the character is stunned for 2d4 rounds, during
  which time the slime devours the character’s flesh.
  A patch of cybernetic slime is destroyed if it suf-
  fers 10 points of fire or electricity damage in a sin-
  gle attack.
  ENDOTHERMIC MOLD (CR 2)
  Endothermic mold feeds on warmth,siphoning
  heat from anything around it.A patch of endother-
  mic mold is red-brown in color and 5 feet in diam-
  eter, and the temperature is always cold in a 30-
  foot radius around it.Living creatures within 5 feet
  take 3d6 points of nonlethal cold damage. Fire
  brought within 5 feet of the mold causes it to
  instantly double in size.
  A 5-foot patch of endothermic mold is
  destroyed if it takes 5 or more points of cold dam-
  age.
  GENE MOLD (CR 3)
  This dull gray-green mold is sometimes created
  when a tank holding a genetic experiment – usu-
  ally in a thick,liquid-like substance – is cracked and
  the genetic material leaks, pooling on the ground
  beneath the tank. If left alone for 1d6+1 days the
  substance begins to grow, forming a 5-foot square
  patch of genetic mold. If disturbed by any means
  (touch,wind,etc.),a patch of genetic mold releases
  a cloud of spores that are toxic to any character or
  creature that the spores come into contact with.All
  characters and creatures within 10 ft. of the mold
  must make a Reflex save (DC 20) or be subjected to
  Gene Fever (see box).
  Fire destroys a patch of gene mold.
  GRAVITATIONAL FOG (CR 1)
  This harmless looking cloud of fog,a dull gray in
  color, hangs suspended a few feet above the
  ground. Encountered only on small planets and
  large moons with a toxic atmosphere, a gravita-
  tional fog is a bizarre gravitational anomaly – the
  fog adjusts the world’s gravity (if it is normal) by
  one step in a random direction (determine once for
  each fog encountered) in the squares it covers and
  those adjacent to it. On a low- or high-gravity
  world the fog shifts the affected area’s gravity to
  normal.
  A gravitational fog cannot be dissipated – high
  winds, artificial or natural, have no effect on the
  fog.The only thing that can be done is to wait for
  the fog to cease to exist on its own; a gravitational
  fog patch – most are a 20-foot cube – has a natu-
  ral lifespan of only 4d6 hours.
  JEFFERSON’S ROOT (CR 5)
  These thick,heavy tentacles were named for the
  explorer that first reported their existence (and,
  coincidentally enough, was the first reported
  human to be killed by the hazardous plant-like
  creature). The source of Jefferson’s Root is
  unknown, though it is known that they grow from
  spores that drift silently through space.Whenever
  I I I I I I I I I I I I I I I I I I I I I
  5
  I I I I I I I I I I I I I I I I I I I I I
  Xenobiological hazards
  NEW DISEASE: 
  GENE FEVER
  This terrible disease strikes the victim’s
  genetic structure,tearing away at the victim’s
  very genetic identity.Gene fever is dangerous
  and in several systems most that are subject-
  ed to it,if the authorities learn of the sickness,
  are quarantined and never released from iso-
  lation.
  Type: Inhaled/Contact (DC 20).
  Incubation Period: 2d4+1 minutes.
  Initial Damage: 1 Str and 1 Con.
  Secondary Damage: 1d4 Str, 1d6+1
  Con,and the victim gains 1 random mutation
  drawback.
  
  the spores come into contact
  with a patch of space slime or
  a space slime pool they bond
  with the xenobiological haz-
  ard, rapidly sprouting until
  they fill the squares adjacent
  to the space slime or space
  slime pool.
  Jefferson’s Root lives off of
  organic material and at any
  point that they sense an
  organic 
  creature 
  passing
  through an adjacent square
  the 
  tentacles 
  lash 
  out,
  attempting to grab their prey
  – the target must make a suc-
  cessful Reflex saving throw
  (DC 15) or the patch of
  Jefferson’s Root has managed
  to grab its victim.For purposes
  of 
  holding 
  its 
  victim,
  Jefferson’s Root has a Strength
  score of 20 and the improved
  grab special quality.Jefferson’s
  Root draws its strength from
  space slime or space slime
  pools – for each patch of space
  slime or space slime pool adja-
  cent to the Jefferson’s Root
  that hazard gains a +1 bonus
  to grapple checks.
  Each round that a victim
  held,the Jefferson’s Root deals
  1d6 points of Constitution
  damage while it devours flesh.
  Victims that are completely
  consumed by Jefferson’s Root
  are transformed into a corro-
  sive membrane patch (see 
  p.4).
  An injection of sporekill or
  15 or more points of cold or
  fire damage destroys a 5-foot
  patch Jefferson’s Root.
  NEW CREATURE: 
  METAL EATING SPIDER SPAWN
  Metal Eating Spider Spawn (M.E.Spawn), as an anonymous
  mecha pilot on Xianotis 7 named them,were a terrible threat to the
  7th Battalion Mecha Corps and, today, threaten the entire galaxy.
  During that first encounter the 7th Battalion Mecha Corps lost many
  of their smaller Mecha when they feel into a nest of these metal
  devouring vermin. Since that first encounter on Xianotis 7 the M.E.
  Spawn have been found on many planets. Some are said to even
  survive in the vacuum of space.
  Metal Eating Spider Spawn are tiny eight-legged beasts that are
  a lustrous black or red in color.They possess a specialized gland that
  produces a powerful metal acid that the spawn uses to soften metal
  for eventual consumption.
  In combat the spawn focus their attacks on metal opponents or
  objects, quickly moving into range to spit their acid.If an opponent
  resists the attack a spawn will often climb onto larger opponents
  and try to bite them, continuing it bit away at the target until it
  ceases to struggle,after which point the feast can begin.
  Species Traits: 
  Darkvision (Ex): Most vermin with visual sensory organs have
  darkvision with a range of 60 feet.
  Devour Metal (Ex): As an attack action an M.E.Spawn may spit
  a powerful metal acid, hitting its target with a successful ranged
  touch attack (15 ft.,no increment).This acid does 1d3 points of hard-
  ness damage and 2d6 acid damage to metallic objects. They may
  only use this attack once every three rounds.
  Immunities: Vermin are immune to mind-affecting effects.
  Resistance to Massive Damage (Ex): Vermin gain a +5
  species bonus on Fortitude saves to negate the effects of massive
  damage.
  M.E.Spawn; CR 1;Tiny vermin;HD 1d8+1;hp 5;Mas 18;Init+3;
  Spd 30 ft.,climb 30 ft.;Defense 19,touch 15,flat-footed 16 (+3 Dex,
  +4 natural, +2 size); BAB +0; Grp -11; Atk +5 melee (1d4-3, bite);
  Full Atk +5 melee (1d4-3, bite); FS 2 _ ft.by 2 _ ft.; Reach 0 ft.; SQ
  darkvision 60 ft., devour metal, resistance to massive damage, ver-
  min immunities;AL none;SV Fort +3,Ref +3,Will -1;AP 0;Rep +0;
  Str 5,Dex 17,Con 13,Int —,Wis 9,Cha 7 
  Skills: Climb +11*,Hide +11,Jump +10* 
  Feats: Weapon Finesse(B) 
  Advancement: 2-3 HD (Tiny),4-6 HD (Small) 
  * M.E. Spawn use their Dexterity modifier in place of their
  Strength for Climb and Jump checks.
  6
  I I I I I I I I I I I I I I I I I I I I I
  Xenobiological hazards
  I I I I I I I I I I I I I I I I I I I I I
  
  MECHA ROT (CR 3)
  While not only mecha may be subjected to this
  rust-like hazard, mecha rot was first encountered
  on Xianotis 7 by the 7th Battalion Mecha Corps
  (that same group of mecha that had a brutal
  encounter with a metal eating spider spawn (see
  box).
  Formed naturally, mecha rot is a dark gray type
  of slime that latches onto metallic objects, espe-
  cially vehicles,that happen to pass through a patch
  of the hazard.
  On the first round of contact, the mecha can be
  scraped off a metallic object (most likely destroy-
  ing the scraping device), but after that it must be
  frozen,burned,or cut away (dealing damage to the
  metallic object as well). Against metal, mecha rot
  pool deals 3d6 points of damage per round, ignor-
  ing the metal’s hardness. Mecha rot has no effect
  on non-metallic materials.
  A 5-foot patch of mecha rot is destroyed once it
  suffers a total of 20 points of fire damage.
  NANITE SLIME (CR 4)
  This low-powered variant of gray goo (see
  Nanotechnology in the future SRD) looks like a
  patch of dark brown, dripping slime.Wet and glis-
  tening, nanite slime clings to walls, ceilings, and
  floors in patches,growing and spreading as it con-
  sumes matter. It drops from walls and ceilings
  when it detects movement.
  When a corpse is left alone with a patch of
  nanite slime the patch’s size expands to fill an adja-
  cent 5-foot square after three hours of consuming
  and absorbing the corpse.
  Anyone touching a patch of nanite slime must
  make a Fortitude save (DC 20). If the save is suc-
  cessful that character has managed to break off
  contact with the nanite slime before it could do any
  damage. If the save fails, the nanites have gotten
  into the character’s system – the character con-
  tracts a debilitating illness known as Gray Sickness
  (see box).
  The only way to destroy a patch of nanite slime
  is through fire damage (15 points of damage per
  square that the slime is in size).
  SPACE FOG (CR 3)
  This dark blue fog,most frequently encountered
  in abandoned orbital stations and forgotten struc-
  tures on airless worlds, is a dangerous corrosive
  cloud that dissolves metal as quickly as it does
  flesh.When an area with a breathable atmosphere
  is suddenly breached and suffers rapid decompres-
  sion,thousands of particles created from the escap-
  ing gasses of corpses left in the now airless envi-
  ronment collect.Dormant until the area is re-pres-
  surized and flooded with a breathable atmosphere,
  those particles can lie in wait for centuries.Within
  a matter of seconds of coming into contact with a
  breathable atmosphere the particles spread
  throughout an area converge,forming into a patch
  of space fog.
  A typical patch of space fog appears as a 20-foot
  cube.Metallic objects that are taken into a patch of
  space fog begin to come apart as per the following
  table:
  I I I I I I I I I I I I I I I I I I I I I
  7
  I I I I I I I I I I I I I I I I I I I I I
  Xenobiological hazards
  NEW DISEASE: 
  GRAY SICKNESS
  Contracted through contact with nanite
  slime, anyone that is killed by the sickness is
  transformed into a 5-foot patch of nanite
  slime. The disease may either be fought
  through medicine and the victim’s natural
  immune system (following the standard rules
  for diseases) or the affected character may
  have any portions of his body that have come
  in contact with nanite slime amputated.
  Type: Contact (DC 16).
  Incubation Period: 1 day.
  Initial Damage: 2 Con.
  Secondary Damage: 1d6 Con.
  
  Size of Object
  Number of Rounds Before
  Complete Destruction
  Fine
  Instantaneous
  Diminutive
  1 round
  Tiny
  2 round
  Small
  4 round
  Medium
  8 rounds 
  Large
  16 rounds
  Huge
  32 rounds
  Gargantuan
  64 rounds
  Colossal
  128 rounds
  An object that is removed from a patch of space
  fog before it is destroyed has a 75% chance that it
  will no longer function.The object can be restored
  to working condition with a successful Repair check
  (DC 15) after one hour of work.
  Characters and creatures that enter a patch of
  space fog suffer 1 point of Constitution damage
  each round that they remain in the fog.
  A patch of space fog can be dissipated using
  high winds, including winds created by any
  mechanical fans or wind generators.
  SPACE SLIME (CR 4)
  This sticky, translucent green slime devours
  flesh and organic materials on contact. Wet and
  sticky,it clings to walls,ceilings,and floors in patch-
  es, growing and spreading as it consumes organic
  matter. It drops from walls and ceilings when it
  detects movement (and possible food) below.
  A single 5-foot square of space slime deals 1d6
  points of Constitution damage per round while it
  devours flesh. On the first round of contact, the
  slime can be scraped off a creature (most likely
  destroying the scraping device), but after that it
  must be frozen,burned,or cut away (dealing dam-
  age to the victim as well). Against wood or metal,
  space slime deals 2d6 points of damage per round,
  ignoring metal’s hardness but not that of wood. It
  does not harm stone.An injection of sporekill or 10
  or more points of cold or fire damage destroys a 5-
  foot patch of space slime.
  SPACE SLIME POOL (CR 3)
  These translucent green slime pools sometimes
  form when a patch of space slime is left alone for
  an extended period of time, typically several
  months. A space slime pool is less hazardous than
  the space slime from which they derive, though
  they can still be dangerous to those that find them-
  selves wading through the substance.
  Space slime pools frequently float on existing
  pools of water, making them appear deeper than
  they actually are,though some massive,deep pools
  have been encountered in the past. A space slime
  pool must inflict 6 points of Constitution damage
  (spread amongst any number of characters or crea-
  tures) each month or else the pool will breakdown
  into a power-like dust. Once it becomes dust the
  space slime pool is completely dead and has no
  effect on characters or creatures.
  A single 5-foot square space slime pool deals
  1d4 points of Constitution damage per round while
  it devours flesh. On the first round of contact, the
  liquid slime – which is as sticky as it was when it
  was ordinary space slime – can be scraped off a
  creature (most likely destroying the scraping
  device),but after that it must be frozen,burned,or
  cut away (dealing damage to the victim as well).
  Against wood or metal, a space slime pool deals
  2d4 points of damage per round, ignoring metal’s
  hardness but not that of wood. It does not harm
  stone. An injection of sporekill or 6 or more points
  of cold or fire damage destroys a 5-foot patch space
  slime pool.
  8
  I I I I I I I I I I I I I I I I I I I I I
  Xenobiological hazards
  I I I I I I I I I I I I I I I I I I I I I
  
  I I I I I I I I I I I I I I I I I I I I I
  9
  I I I I I I I I I I I I I I I I I I I I I
  OPEN GAME LICENSE
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  COPYRIGHT 
  NOTICE
  Open Game License v 1.0 Copyright 2000,Wizards of the Coast,Inc.
  Modern System Reference Document Copyright 2002-2004,Wizards of
  the Coast,Inc.;Authors Bill Slavicsek,Jeff Grubb,Rich Redman,Charles Ryan,
  Eric Cagle,David Noonan,Stan!,Christopher Perkins,Rodney Thompson,and
  JD Wiker, based on material by Jonathan Tweet,Monte Cook,Skip Williams,
  Richard Baker,Peter Adkison,Bruce R.Cordell,John Tynes,Andy Collins,and
  JD Wiker.
  Future: 13 Xenobiological and Stellar Hazards, copyright 2005 Philip
  Reed.Published by Ronin Arts www.roninarts.com.
  Future Threats:M.E.Spawn,copyright Mark Gedak.Published by Mark
  Gedak at www.d20projects.com.
  A Dozen Dungeon Hazards copyright © 2004 Philip Reed,published by
  Ronin Arts – www.roninarts.com.
  Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author
  Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey
  Christofferseon, Jim Collura, Meghan Greene, Lance Hawvermale, Travis
  Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson,
  Bill Web and Monte Cook.
  open game license
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Ronin Arts/Future - 13 Xenobiological and Stellar Hazards.pdf