TEXT:       Gregorius21778:
    Almanac of Blobs
  25 Blobs, Slimes and Oozes
  ..and a few additional rules
  Version 1.3; written by Kai Pütz
  (c) 2018
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2018
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Cover and background artwork copyright Lord Zse Zse Works;
  used with permission.
  Artwork on p.3 copyright Yuri Perkowski Domingos; used with 
  permission.
  Ooze artwork on cover and p.4 by  "Publisher´s Choice Quality Stock 
  Art (c) Rick Hershey / Fat Goblin Games; used with permission.
  Further artwork copyright by Jacob E. Blackmon; used with 
  permission.
  This  product  is  an  independent  production  by  Gregorius21778 and  is  not  affiliated  with
  Lamentations of the Flame Princess. Lamentations of the Flame Princess is a registered trademark
  owned by James Edward Raggi IV.
  Blobs. Slimes. Oozes. Puddings and jelly-things. They come handy for a Referee in need of
  a monster, they come in a variety of colors and sizes. The players are as used to them as
  they are to orcs, so they tend to be a tiny bit more wary in regard to them. These
  unnatural things tend to have nasty attacks, the players know it. And often they know
  -what- attack exactly they are to face, or so they think..... 
  This supplement provides:
  •
  35 different blob creatures
  •
  suggested rules that make them “different” to other kinds of monsters
  •
  optional combat rules to reflect the blobs unique fighting style 
  •
  all written for and compatible with Lamentations of the Flame Princess(tm)
  
  “Standard” Blob
  Alignment:
  Neutral /Chaotic
  *Movement:
  25´ (Combat)
  *Armor Class:
  as Unarmored  (AC:12)
  Hit Dice:
  1+
  *Attacks:
  1+
  *Damage:
  1d6
  Moral:
  12
  Blobs, oozes and slimes are unnatural creatures and
  should  thereby  be  affected  by  spells  against  “evil”
  and/or “chaotic” entities, no matter if their alignment
  is neutral or not. A neutral blob is merely mindless, but
  foreign (and anathema) to nature nevertheless. 
  A blob´s anatomy lacks the complexity and versatility of
  higher life forms. This grants them resilience, but also
  puts them at a disadvantage in certain situations.
  Senses: most blobs have no sensory organs to give them
  sight and are thereby considered blind,  although they
  are able to sense their surroundings in a certain radius.
  This  means  that  they  cannot  be  tricked  by  most
  illusions, but are unlikely to discern between different
  characters when they attack. They will have no means
  to identify a spell-caster,  weaker opponent  or the one
  wielding the magic staff of fireballs as such, and will
  attack the closest opponent instead. The actual range of
  their unnatural senses is up to the Referee, but 60´ is a
  good rule of thumb (90´ for more dangerous blobs).
  Whatever they have in place of a  nervous system is
  inferior to that of any other life form. This means they
  are   immune  to  pain,  but  roll  a  d4  to  determine
  Initiative. 
  Intellect: without any real mind or self-awareness, a
  blob is unlikely to have elaborate strategies, but only
  simple, “instinct” based reactions. They are immune to
  spells and attacks that attempt to confuse, cause fear or
  shock,  but  cannot  counter  any  strategy  of  the
  characters and will fall for even simple traps. As they
  have no personality, it is impossible to charm them.
  Physiology: Blob´s  are  the  most  simple  life  forms
  imaginable. While this means that there are no delicate
  and vital organs to  harm, it  also  means  that many
  biological  functions  common  among  more  complex
  species  are  not  present  in  a  blob.   Most  mundane
  attacks will only have a reduced damage potential, and
  may do no damage at all (see below). 
  1d4:
  1
  1d6:
  2
  1d8:
  3
  1d10+:
  4
  Every damage above the damage potential is ignored.
  When the damage is caused by a hard hit with a blunt
  weapon,  the  damage  potential  is  increased  by  +1.
  Attacks by magic are usually not reduced (Referee´s
  choice). If an attack features multiple dice as part of its
  damage code, each result is checked for separately.  
  Most blobs will have unpredictable reactions to poison.
  When poison damage is applied based on damage dice,
  the Referee should ignore any uneven die results, but
  double any even. If a poison deals a fix amount of
  damage (or other effect), a d6 is used to determine if the
  blob is unaffected (1-2), affected as usual (3-4) or suffers
  twice the effect (5-6). 
  A  blob  will  deal  an  automatic  hit  with  maximum
  damage to a helpless victim, but cannot finish it off (as
  it has no weapon or ability to kill quickly).
  Movement: the safest thing to do when facing a blob is
  to run. Few of them are able to chase a human being
  successfully, and without limbs they have a hard time to
  climb (reduce any upward movement by half or even to
  a quarter of the original movement). On the other hand,
  they are not hampered by difficult terrain and may
  “slime  up”  a  sheer  vertical  surface,  or  even  attach
  themselves  to  a  ceiling (Referee´s  choice). Downhill,
  they  may  “flow”  (double  or  even  quadruple  their
  speed). 
  
  Different Flavors of Nastiness
  Like any monster in OSR games, how much of a threat a
  blob is in combat is reflected by its  Hit Dice, but the
  Referee  should  think  about  the  in-game  trait  that
  reflects this quality. A blob might be a bigger threat
  (have more Hit Dice) because of its size, its quickness or
  the multiplicity of its attacks.  
  By adding one (or more) of the following traits to the
  standard blob template, two otherwise identical blobs
  become different opponents.
  Size: a blob that becomes more dangerous due to its
  mass should have an increased number of Hit Points as
  well. After all, more mass means that it will be able to
  take more hits, as it has no vital organs but must be
  squashed, sliced and diced. Add +2 Hit Points per HD
  over the first.
  Being huge allows more attacks as well (through sheer
  mass that may be brought into contact with a victim).
  For every two HD over the third, the monster gains +1
  attacks. 
  Being humongous has a downside: one is easier to hit.
  The AC should be decreased in effectiveness by one
  point for every two HD over the second. In addition, the
  blob reduces its combat speed by 10´ for ever three HD
  above the second. 
  Quickness: a  blob  is  not  fast  (although  there  are
  rumors about slimes on speed or quicksilver blobs), but it
  may be quick. Like  an  alligator is  capable of  short
  sprints, a blob may be able to throw some of its mass
  around for fast and sudden attacks that are hard to
  defend against. 
  A quick blob has an Initiative Bonus in combat equal to
  its HD and gains an additional attack for every two HD
  above the first. 
  Furthermore its AC is increased by one step for every
  three HD above the second.
  Multiplicity: generally, a blob attacks and damages an
  opponent by forcing it into contact with some of its
  body mass. Some can form many pseudopods and flail
  them wildly in an attempt to overcome the attempts of
  defense and evasion of their opponents.
  This kind of blob gains an additional attack for every
  two HD above the first. Furthermore, its AC is increased
  by one point for every two HD above the second, as the
  flailing  and  threshing  pseudo-limbs  may  thwart  or
  block an incoming strike or arrow. 
  Optional Combat Rules for Blobs
  Combat with a blob has three different stages. Melee, to
  close for  comfort and  enveloped. The actual stage will
  change due to  successful attacks  of  the monster or
  counter-measures of the character facing it:
  Melee is the stage the battle starts in. The normal rules
  for combat (and those stated in  the previous rules)
  apply. 
  After the first successful attack the victim is...
  To close for comfort: the blob managed to slither even
  closer to its target, and threatens to envelope it. The
  monster gets a +2 bonus to all further attack rolls and
  the damage rolls get a +1 bonus as well. The victim
  gains the same attack bonus, but may want to return to
  the “melee” stage. To do so,  the character must  forfeit
  an attack  or Save vs. Paralyze at the end of its turn. Both
  of these options are not available when the blob is
  quick.
  When the blob´s next attack misses, the state is
  reverted to Melee again. Otherwise the victim
  becomes...
  Enveloped: the blob is now around one of the victims
  limbs, partially covers its abdomen and winds its way
  up  to  slither  over  the  whole  of  the  body.  It
  automatically succeeds with one attack per round and
  rolls  twice for damage  (highest  result  is  kept). The
  victim is now considered to grapple with the blob. If the
  victim can take control of the grapple (the blob gets a
  bonus equal to twice its HD), it may remove enough of
  the  blob to  change  the stage  back to  “to  close for
  comfort”. Otherwise the victim will be fully covered at
  the start of the next round, and suffers full damage
  each round as the blob hits automatically. All attacks
  against  the  blob  will  hit  the  victim  as  well  (half
  damage).
  
  25 Blobs, Slimes and Oozes
  #01 Amnesia Blob
  The  creature´s  mere  presence  and  touch  are
  detrimental to the mind. It absorbs the memory and
  thoughts of its victims as much as flesh and bones.
  An Amnesia Blob does not suffer from the drawbacks
  listed under  “Intellect”, but keeps the benefit of an
  otherwise  non-aware  state  of  mind.  Amnesia  Blobs
  attack the character with the highest Intelligence first.
  A successful attack causes an effect akin to a Confusion
  spell with a level equal to the HD of the blob, but only
  once per character and only on a failed Save vs. Devices. 
  After ending or leaving a melee with an Amnesia Blob, a
  character must Save vs. Magic or will have no access to
  long-term memory for 2d6 turns. Magic-Users may not
  use spells during this period. 
  Weakness: Any being with an Intelligence of 7 or lower
  profits from a benefit equal to an Invisibility spell, as the
  blob has trouble to pick up the mental activity.
  #02 Bone-Eater Blob
  The Bone-Eater has little use for the flesh of its victims,
  but rather weakens and liquefies the bones to suck up
  calcium and marrow. In combat any successful attack
  calls for a  Save vs. Poison (instead of causing damage).
  The effects (see below) only manifest after the second
  failed saving throw: the poison builds up inside of the
  body and only then seeps through to the bones below. 
  All further saving throws follow the same rules as the
  4th. The Constitution damage may be permanent: at the
  end of the first day after the encounter, the character
  must Save vs. Death. On a success, 1d4 points of CON are
  regained and the character may regain further points at
  the end of the next day after a saving throw (as above).
  As soon as one saving throw is failed, the remaining
  attribute damage will not heal naturally but may be
  restored  with  Cure Serious Wounds or similar magic
  effects.
  Weakness: the creature´s fluids react with vinegar and
  wine. A quart of wine will do 1d4 damage, a quart of
  vinegar will deal 1d8 damage. 
  #03 Carcass Ooze
  The pale red Carcass Ooze has developed an astonishing
  mimicry ability and ambush hunting tactic. When it
  senses a carcass (which it does from up to 100 yards
  away) it will first approach and consume it (after it
  confronted  any  other  predators  that  may  claim  it)
  before it oozes over the remaining bones and changes
  its surface structure and coloration to resemble raw
  meat. It also mimics the smell of a left-behind kill. As
  soon as a predator (or character) comes close, the ooze
  gives up its disguise and attacks (Ambush). The lag of
  buzzing flies around the “carcass” is the only clue that
  something is wrong.
  #04 Contagious Blob
  While the blob tries to destroy and consume its victim,
  it attempts to turn it into a hotbed for off-spring at the
  very same time. If the monster wins, it feeds. If it fails,
  it may multiply. 
  Any character that was harmed by a Contagious Blob in
  melee  will  feel  slightly  feverish  after  a  turn.  Upon
  inspection, many spots on the skin (those that came
  into contact with the fluids of the blob) feel wet and
  soft, and seem to be more elastic than they should be. 
  The Referee rolls a  Save vs Death in secret for each
  victim.  Those  who  lost  more  than  half  of  their  hit
  points (if in combat against the blob or before does not
  matter) suffer a -2 penalty. Those who fail will grow
  very weak within the next 1d4 hours, and their entire
  body  will  begin  to  numb  (-2  to  all  dice rolls).  The
  exposure to the blob now turns their own flesh against
  itself, and large parts of their torso will soon be covered
  in swelling bumps (which they do not feel due to the
  numbness). Victims need to be treated with Cure Serious
  Wounds, Cure Disease or surgery (2d4 permanent CON
  damage) within the next 2d6+20 hours. Otherwise they
  will collapse within another hour and fall into a coma.
  2d6 hours later 1d4 minor Contagious Blobs (HD: 0, 1d4
  hit points each) will form out of the victims flesh and
  begin to feast on the body. The victim will have died
  half-way through the forming process.
  Weakness: A Cure Disease spell will deal 1d8 damage per
  level of the caster to the blob. 
  No.
  Success
  Failure
  -1 on next Saving Throw
  1d4 damage; -1 CON
  -2 on next Saving Throw
  1d6 damage; -1d4 CON
  -3 on next Saving Throw
  1d8 damage; -1d6 CON
  2nd
  3rd
  4th
  
  #05 Corrosive Blob
  The creature does not feed on biological matter but on
  metal of any kind. The (potentially fatal) damage to the
  wearer is just a side effect. It attacks the character that
  carries the most metal first. At the end of combat all
  metal parts that came into contact with the blob (most
  likely: weapons and armor) will turn dull and may start
  to chap. A roll with a d12 determines if the items will
  still be of use for the remainder of the adventure. When
  the result is equal or lower than the actual rounds
  fought against the blob in melee, the item in question
  will become useless after 2d6 turns. If the result  is
  higher it will become useless during the next downtime
  between adventures. 
  Weakness: a  character  that  wears  few/minor  metal
  items (e.g. just some coins, a dagger, a spear with a
  metal tip) has a benefit equal to an  Invisibility spell
  against this blob.
  #06 Dehydrating Blob
  Contact with the blob dries out the victims body, as it
  consumes  the  moisture  contained  in  the  flesh.  All
  damage of its attack above 3 points is ignored, but after
  each such  attack (4+ damage roll) a victim needs to
  Save  vs.  Death (see  below).  All  failed  saving  throws
  exhaust  the  victim  (-1  penalty  to  all  dice  rolls;
  cumulative).
  At the end of the battle a character is well advised to
  rest and drink: any turn of rest will remove one (-1)
  penalty when a quart of water is consumed as well.
  Drinking  the  water  rapidly  will  actually  delay  the
  recovery by a further turn (as the now weakened body
  cannot  take  in  the  water  quick  enough).  The  CON
  damage will heal as usual, as long as the character was
  able to consume a gallon of water over the course of the
  day.
  Weakness: the blob may be fed with water and even
  harmed by over-feeding. If dowsed with a gallon of
  water it will be stunned for a turn. Any further gallon of
  water poured over it during the same turn will deal 1d4
  damage, as the blob begins to liquefy. If the blob is lead
  near a larger body of water it well delve inside and
  unknowingly kill itself by doing so. 
  #07 Delicious Blob (“True Pudding”)
  This creature actually remains immobile and contact
  with its body matter is not harmful, unless it is eaten.
  The blob exudes a sweet and appetizing scent that is
  similar to a  Charm (or  Charm Monster) spell: a victim
  wants to eat from the blob, but may Save vs. Devices (if
  intelligent) at the end of each round doing so. It must 
  then Save vs. Death, with a -1 penalty for each round that
  it has eaten from the blob. On a success the victim will
  vomit it  all up after 1d4 turns, feel sick and suffer
  stomach cramps (-1 to all rolls) for the rest of the day.
  On a failure the character is going to die a painful death
  within 3d6+3 hours as the blob mass “hatches” insides
  and eats away the inner organs.
  If  attacked,  the  blob  will  not  “fight”  but  retreat.
  Throwing up “at will” after eating from the blob is
  strenuous and painful (as the blob-mass inside of the
  victim is actually acting against it): it takes a turn, 2 hit
  points  of  internal  damage  and  leaves  the  character
  exhausted (-1) for 1d4 turns.
  #08 Electric Blob
  Much like an electric eel, the monster is able to send a
  jolt of bio-electricity in response to an attack as well as
  to attack with it.
  After a round in which the monster did not used any
  electric abilities, it will be “charged”: a successful attack
  against it will then deal 1d3 damage to the attacker (but
  remove  the  “charge”).  A  round  after  becoming
  “charged”, the blob may attack in melee with an arc of
  its bio-electricity (if still charged). This counts as an
  additional attack that deals 1d8 damage. Metal armor
  does not protect against it but leads to an automatic hit.
  A character with a negative CON bonus will be stunned
  for  a  round  after  being  hit  by  any  bio-electrical
  discharge of the blob. 
  Weakness: Leaving a metal object stuck inside of the
  blob negates it arc-attack ability.
  #09 Engulfer
  This  blob  has  a  much  tighter  body  mass,  and  may
  contort and expand quicker and with more force. As a
  result, the Engulfer may literally slam the majority of
  its body against a human sized target and engulf it with
  one strike. This is treated as a “swallow” attack that will
  happen on a natural 17+ on the attack roll. All rules
  from the Optional Combat rules at the final stage of
  “enwrapped” apply from then on. 
  Weakness: As the Engulfer is much denser than regular
  blobs, the damage potential of every attack receives a +2
  bonus. 
  #10 Gas Blob
  The blob is not “gaseous” but has pockets of bio-gas
  stored inside of its body. These are by-products of its
  digestion that assist in its locomotion (by reducing the
  overall weight, the same way a balloon uses hot air;
  increase Movement by +5 feet) and works as a second
  line of defense.  As soon as the blob has lost half or
  more of its hit points, a major pocket will rapture and
  release  the  gas.  Every  character  within  10´  must
  immediately Save vs. Poison. Those who fail will become
  Failed ST
  Further Effect
  Dehydrated: 1d4 CON damage
  Deyhdrated: 1d4+2 CON damage
  2nd
  3rd
  4th
  Deyhdrated: 1d4+2 CON damage; 
  collapses for 1d4 turns
  
  stunned for 1d4 rounds before they simply drop down
  unconscious  (and  helpless)  for  another  1d4  rounds.
  Those who passed only be be stunned for 1d4 rounds. 
  #11 Glowing Blob (“Orpheus Pudding”)
  The monster and its slime trail glows softly (in case of
  the trail: up to  1d6+8  hours). The faint  glow  has  a
  strange effect on the minds of those who perceive it:
  they grow sleepy and drowsy over time.
  A character that perceives the glow of a slime trail (that
  inevitable cover the surroundings of the creatures lair)
  must Save vs. Magical Devices after 1d4 turns. On a failure
  the character becomes sleepy and thereby fails any test
  against surprise. When the blob itself is encountered,
  any character fighting it must Save vs. Magic after 1d4
  rounds, to ward of an effect akin to a Sleep spell with a
  level equal to the blobs HD. While a character will wake
  up again after being attacked by the blob, the creature
  will naturally deal with the PC one by one. Closing the
  eyes helps against the effects, as does Dispel Magic.
  #12 Gorgon Blob
  A Gorgon Blob does neither include snakes nor does it
  have eyes for a gaze attack. It is a gray mass that looks
  very much like a tremendous mortar spill with thick
  globs towards its middle. In a rocky environment or in
  ruins, it will hide in cracks and recesses to ambush its
  victims.
  The Gorgon Blob´s attack only deals 1 damage, but may
  petrify a victim. After a successful attack a character
  must Save vs. Magic Devices. On the first failure, the skin
  turns  gray  and  becomes  dry  and  “brittle”.  On  the
  second failure the limbs will become heavy and the
  character  will  have  problems  to  act  or  move  (half
  Initiative, Move and -2 to all attack rolls; any positive
  DEX bonus is forfeit). On the third failed saving throw
  the character is turned into a statue, as per the Flesh to
  Stone spell. 
  The early stages of petrification will reverse after 2d6
  turns per step. The last step is not permanent either
  but reverse itself after 2d6 days, but the Gorgon Blob
  only needs 1d4 days to “eat” a human sized petrified
  victim. As soon as half of a victim is eaten, a return to
  its former state dooms it to a horrible death. 
  Gorgon Blobs may slowly eat their way through stone
  and walls,  and may create small labyrinths of narrow,
  burrow-like  tunnels.  They  prefer  to  consume  flesh
  turned to stone above any other minerals.
  Weakness: when Stone to Flesh is cast on a Gorgon Blob,
  it will turn it into a gelatinous mass that has no ability
  to petrify and is greatly harmed by the transformation
  (stunned for a round, half HD and Hit Points). 
  #13 Haemovoric Ooze
  Its mass is of a glistening red color, and more liquid
  than solid. The monster reeks of blood and leaves a
  blood-like trail. It does not deal damage as a regular
  blob (see below), but its touch bears a magic effect akin
  to  a 1st level  Cause Light Wounds spell (Cause Serious
  Wounds if the blob is 4 HD or more). It may only use this
  power once per HD within a turn.
  Against a wounded character the regular attacks of the
  blob deal 1d4 points of attribute damage to CON instead,
  as the creature  lures the blood out of the wounds by
  mere contact, and then absorbs it. The Haemovoric Blob
  regenerates  1  Hit  Point  per  round  while  fighting  a
  wounded,  bleeding  target  and  another  one  on  a
  successful attack against such. 
  Weakness: all magical healing applied to the monster
  deals hit points of damage instead of restoring them.
  #14 Heat Blob
  A Heat Blob is a steaming mass of hot bio-matter that
  constantly undergoes a process of flameless chemical
  combustion.  The  resulting  energy  gives  it  a  much
  quicker movement (double normal movement rate; +1
  attack), but leaves it with a constant need for organic
  fuel.  Heat will not damage it, and it is resistant to cold.
  Once every three rounds it may radiate its inner heat
  outward to cause 1d6 points of damage to everything in
  10´. Victims of this Heat Wave must Save vs. Death or will
  be stunned for one round and become exhausted (-1 
  to all die rolls until a turn of rest has been taken). 
  #15 Hypno-Blob
  The monster and its slime trail glow softly. As soon as
  the blob senses a living being that it either considers as
  a thread or prey the glow intensifies and begins to pulse
  while the colors shift and move in swirling patterns. A
  check for  Surprise is called for when this behavior is
  shown for the first time. Those who are not surprised
  may turn their eyes away from the Hypno-Blob, those
  who do not must  Save vs. Devices. When successful, a
  character is merely stunned for a round. In case of a
  failure a victim becomes mesmerized: while not entirely
  helpless, any attack against it will succeed automatically
  and deal maximum damage. The Hypnotic ability of the
  blob has a range of 20´, its effect ends immediately
  when the creature attacks. 
  #16 Infectious Blob
  The vile humors of the creature reek like bile, urine and
  vomit. At the end of combat a character that has been
  wounded  by  the monster  must  Save  vs  Poison.  On  a
  failure,  one  of  the  following  diseases  has  been
  transmitted (1d4):
  
  1# Yellow Wound Rot: Wounds do not heal naturally,
  ulcerate  quickly  and  cause  fever  (no  non-magical
  healing; -1 penalty to all rolls as long as there are lost
  hit points).
  2# White Weep Skin: large patches of skin swell and
  turn  sickly white (1d8 point of attribute damage to
  CHA; max hit points reduced by 2).
  3# Jointburn: all joints swell, ache and inflame (DEX
  bonus is reduce to -3, Initiative is halved). 
  4# Purple Stains: the skin at the sides of the neck,  the
  arm pits and the loins becomes deep purple, like a
  hematoma ( -2 penalty on all Saves vs. Poison, and a -3
  penalty on all Saves vs. Diseases).
  All these diseases may be cured by a physician and 2d4
  (minus CON bonus) days of rest, or by magic. Before
  they are cured, the attribute damage cannot be healed.
  #17 Life Leech
  The Life Leach is a slime whose form of attack is not
  physical. While it  still needs general contact (touch
  attack), it does not have to bypass an armor or bare
  reach bare skin (and thereby, armor provides no AC). It
  leeches the very force of life away from its victim, not
  leaving  a  wound  but  just  a  corpse.  As  a  further
  detrimental effect, every time that a victim suffers 6+
  damage in one round it also bodily ages by a year. 
  #18 Morph Ooze
  Another surprising ambush hunter among the blobs
  and  oozes  is  the  Morph  Ooze.  When  it  does  not
  encounter prey over a longer period of time, the Morph
  Ooze  changes  its  surface  structure  from  semi-fluid
  matter to a bio-crystalline structure. The change takes
  only 2 rounds and affects about 2/3 of the overall body.
  The remaining liquid mass is at the core of the new
  form, that resembles a large, flat, uncut diamond or
  other jewel (but may be harmed just as the blob form).
  The senses of this form are not diminished but in fact
  increased: vibrations from the movement of everything
  up to the size of a dog may now be sensed at twice the
  usual range of the creatures senses. As long as potential
  prey moves towards the ooze, it will keep its crystal
  form. As soon as the closest potential prey moves away
  again, the ooze silently changes back to its primary blob
  form and will close in for an attack. 
  #19 Moth Blob
  Blobs use strange and often unnatural senses to find
  their way around and to locate prey. The “moth blob” is
  drawn to warmth and heat. It is able to sense a living
  being of the size of a rat from 100´away and will try to
  consume  it.  It  attacks  the  biggest  target  (based  on
  Strength or actual size) first, but will attack those that
  carry a torch before anyone else. 
  Weakness: the  creature  is  so  single-minded  that  it
  would burn itself to death in a campfire if it would come
  close to one, hence the name.
  #20 Necrotic Blob
  The fluids a Necrotic Blob uses in an attack are in fact a
  mixture of two of its secretions. The mix is caustic and
  destroys living tissue. Its surface is spotted with dead,
  gray  encrustations  where  it  damaged  itself  with  it.
  Necrotic Blobs regenerate 1  Hit Point per round. The
  damage they deal does not heal naturally, nor will Minor
  Healing restore any of it. The affected tissue is dead and
  turns gray, and grows black later on. For every 5 points
  of damage dealt, the Constitution of  the character is
  reduced by 1.  The attribute damage only heals when
  the hit points are restored.
  Weakness: every attack that deals 6+ damage in one
  blow ruptures the blob enough to have its fluid mix
  inside of it, which causes another 1d4 points of damage
  to it.
  #21 Nettle Ooze
  The Nettle Ooze has a higher level of control of the own
  unshaped body and its functions. As soon as it senses an
  incoming creature, it will seemingly shrink in size while
  developing  dozens  of  thin,  foot  long  tentacle-like
  pseudopods. A successful attack of the blob as well as an
  attack roll of an enemy that results in a natural “1”
  brings the tentacles into contact with the victim. Each
  of them contains a poison that leads to immense pain
  and leaves the victim stunned for a round if no saving
  throw is passed. 
  #22 Paralyzing Blob
  The Paralyzing Blob is a mix of amber and yellow in
  color, and has a strange, chemical stench to it. It does
  not  deal  damage  with  its  attack,  but  its  touch  is
  paralyzing: the body does not react to the will of its
  owner  anymore,  or  not  as  it  should.  After  each
  successful attack the victim must  Save vs. Poison. On a
  failure, it will be stunned for 1d6 rounds, while on a
  success the character merely halves the own  Initiative
  for  the  remaining  combat.  If  the  victim  is  already
  stunned,  a  successful(!)  saving  throw  will  add  1d4
  rounds to the duration and a cumulative (-1) penalty to
  further  saves.  If  one  is  failed  while  the  victim  is
  stunned, it will be paralyzed for 1 turn and drop to the
  ground like dead. The blob kills a paralyzed victim by
  suffocating it with its own body. Digesting a human-
  sized victim takes it 1d4+16 hours minus its own HD.
  Weakness: the  creature  will  not  attack  when  it  is
  already digesting a victim (unless it is disturbed). A
  sacrifice (a goat, prisoner or fellow adventurer) will
  keep it busy. But as the blob is not attracted by already
  dead meat, the bait must be alive. 
  
  #23 Parasitic Ooze
  Parasitic Ooze no longer relies on physical damage to
  hunt (Damage: 1d4) but has developed a form of contact
  telepathy that allows it to mentally overwhelm a victim
  and subdue its mind. To do so, the ooze must first
  overwhelm  the  victim  physically,  which  takes  three
  successful attacks in a row against the same target. The
  victim  will  then  stop  to  resist  as  the  ooze  now
  dominates  its  mind  and  flows  onto  its  backside.  If
  anybody gets near the victim, the ooze will make it
  attack. Those attacks use the victims stats (not that of
  the ooze), but suffer a -3 penalty as the victim is in a
  dream like state. If the ooze is attacked (which means:
  attacking the victim from the back) the victims suffers
  half of the damage the ooze suffers. When the ooze
  suffers damage twice in a row it will detach from its
  victim and fight on its own again. The victim will be
  stunned for 1d4+2 rounds after the ooze has detached
  itself. 
  When not removed, the ooze will consume the victim
  with a rate of 1d4 hit points per day. 
  #24 Petroleum Blob
  The  monster´s  dark  surface  has  a  shimmering,  oily
  shine to it. It does not leave a trail, but a stinging stench
  marks its path. Within (HD x2 +16) feet of it, it becomes
  hard to breath and the eyes begin to burn and water. 
  A Petroleum Blob exudes flammable liquids and gases.
  Characters that throws a torch at it, or get within half
  of the “stench range” with an open flame, are in for a
  bad surprise. The gas-air-mixture is HIGHLY explosive
  and wraps everything within (HD x20 feet) in a cloud of
  flame  that  deals  (HD  x  D6  +HD)  damage (half  on  a
  successful  Save  vs.  Breath  Attack).  Every  living,
  breathing being caught in the flames will be stunned for
  a round (due to a lag  of breathable air in  the first
  moment).
  Weakness: setting it on fire kills it at once (see   above).
  A  Pertroleum  Blob  that  did  not  explode  may  be
  harvested for lamp oil: 2d6 turns worth of oil per HD.
  #25 Putrid Blob
  Some sages speculate that a “Putrid Blob” is in truth
  what a blob turns into once it reaches the end of its life
  span: a mixture of failing fluids and putrid jelly. Others
  hope that it  is the result  of the unnatural creature
  suffering from a natural illness, something that may
  one day kill them all.
  Putrid Blobs have a horrid stench that may be smelled
  from dozens of yards away, and their lairs are filled
  with  a  foul  miasma.  After  a  turn  of  breathing  the
  miasma, a character must Save vs. Poison or will suffer a
  (-1) penalty on all rolls due to nausea.  Once confronted,
  the foul air that surrounds it within 10´ feet makes the
  miasma´s  stench  pail  in  comparison.  Any  character
  must Save vs. Poison once more, and will be stunned for
  the first 1d4 rounds of combat on a failure.
  Weakness: Putrid Blobs exist in a state of degeneration
  and decay. Their  Hit Points are determined with a d6,
  not  a  d8.  In  addition,  they  fail  all  Saves  vs.  Poison
  automatically, and a  Cure Disease spell destroys them
  immediately. 
  #26 Psychoplasmic Blob
  The aetherly,  translucent  and  pale  nethermass  of  a
  Psychoplasmic Blob is the result of a failed summoning,
  or  other  leak  between  the  real  world  and  a  very
  different place. It usually hovers a few feet above the
  ground and may move freely in any direction. Solid
  obstacles are no barrier to it, but merely an obstruction
  that it may pass through at a rate of 1 round per 6 inch.
  Its senses are not impaired by mundane barriers either,
  and armor does not protect against it. Its own armor
  rating (due to being half-substantial) is equal to leather
  and shield. 
  Weakness: it counts as an Undead and may be banished.
  #27 Quicksand Blob
  This  blob  is  one  of  the  few  that  will  rather  be
  encountered above ground than in a dungeon. It mixes
  itself with earth or sand near the surface, and burrows
  into the ground by digesting it. Some of the material is
  pressed upward to form a cover. Thereby, it turns itself
  into a living pit trap. 
  A soon as a victim steps upon it, it will not only begin to
  sink but be sucked down AND attacked by the monster
  it  stumbled  into  (see  “Optional  Combat  Rules”:  the
  combat starts with “enveloped”).
  #28 Rubble Blob (“Ruin Slime”)
  The Rubble Blob looks very much like a tremendous
  mortar spill with thick globs towards its middle. The
  creature breaks down and feeds on stone and mineral,
  but  prefers  the  concrete  and  mortar  of  human
  constructions. It is thereby usually encountered in large
  ruins. When it finds a rubble heap it will slime to its
  bottom and begin to dissolve the material from below,
  so  that  new  pieces  sink  downward  into  it.  It  only
  attacks when it is disturbed, and then shoots out from
  beneath  the rubble to attack the intruder. Once an
  intruder  retreats,  it  will  not  attack  further.  Rubble
  Blobs  are  a  pest  to  adventurers,  as  they  tend  to
  frequent the same places. The fact that “Ruin Slime”
  often creates (over time) entries to buried complexes is
  not helping the two groups to avoid contact, either. As
  this blob is next to invisible beneath rubble, it will often
  
  surprises characters (Ambush). If it crept into a wall or
  floor, a character may notice the tell-tale poriferous
  nature of the surface. 
  #29 Soap Blob
  The creature is milky-white, and so is the fluid that
  spills and sprays out of every wound it takes. This fluid
  is so greasy and slippery that any failed attack calls for
  a Save vs. Paralyze to avoid falling prone. Same is true
  for running. Changing weapons or readying an item
  may result in it slipping out of hand (unless a saving
  throw is  passed). Worse, the fluid  is  poisonous  and
  every character that does not wash it off within 2 turns
  must Save vs. Poison or will lose 1 hit point each of the
  next 1d6 rounds as prolonged contact breaks down the
  blood vessels beneath the skin. 
  The attacks of the monster only deal half of the regular
  damage, but are poisonous as well (see above).
  #30 Spitting Blob
  This blob is capable of a ranged attack: after one round
  of preparation it “spits” a part of its mass against a
  target within 30´. It loses a hit point doing so, but the
  victim  will  suffer  1d4+1  points  of  damage,  one  per
  round,  due  to  the  highly  caustic  nature  of  the
  substance. The victim may Save vs. Breath Attack to avoid
  the attack. In a pinch the creature may “burn up” 1d4+1
  hit points to spray every opponent within melee range
  with caustic fluids that cause 2d6 points of damage (half
  that much if a Save Throw vs. Breath Attack is passed).
  #31 Tar Blob
  A  Tar  Blob  is  much  more  sticky  than  any  of  its
  “brethern”. It thereby moves slower (half movement),
  but has a nasty surprise for its opponents. Every melee
  attack that deals 4+ in one blow will have the weapon
  (or limb) used end up stuck in the blob. In case of a
  weapon the character may simply let go. The only other
  option is a Force Doors test. On a success the weapon or
  limb is freed, on a failure it is still stuck and the next
  attack of the blob against the victim is an automatic hit.
  #31 Wailing Gestalt Blob
  A monster with psychic abilities and an alien intellect,
  the Wailing Gestalt Blob forms ever-melting and re-
  shaping faces of its former victims all over its surface
  when it attacks. They scream without making a sound,
  but everyone within 10´ of it will still hear their moans
  and lamentations, as well as an unintelligible whisper
  that underpins it all.
  Once per encounter the blob may make use of an ability
  similar to a Confusion spell (with a level equal to its HD).
  Unlike other blobs, the Wailing Gestalt is not mindless
  and will fight as clever as a character (based on its
  senses). It has an INT equal to HD+2d6 and has access to
  all the memories and experiences of its former victims.
  Weakness: when the blob ever becomes the target of a
  Chaos spell, it will be paralyzed and helpless for the
  duration of its effect (as the burden of the madness of
  all the consumed minds is to much for the monster).
  #32 Waterlurker
  The  Waterlurker  is  an  aquatic  slime  that  may  be
  encountered  in  any  river,  no  matter  how  clear  or
  contaminated  it  is.  It  is  transparent  and  next  to
  invisible  in  water.  As  its  ability  to  swim  against  a
  current is limited, it usually clings to something in the
  water or near the banks and attacks downstream as
  soon as it senses prey (which it does in water with a
  range of 100´). It may do so with a speed up to 80´ with
  an attack bonus of up to +4 (depending on the strength
  of the current: the stronger, the better). If the initial
  attack fails, the slime needs to stop and turn. As the
  current that propelled it now becomes and obstacle, if
  often aborts any further attempts at this point. If the
  attack  was  successful,  it  will  cling  to  its  prey  and
  continue to attack, but will lose hold as soon as two
  attacks in a row failed.
  #33 White Blob
  These  creatures  are rare  and  only  found  near  high
  concentrations of magic (ritual places, treasure hordes
  with many magic items, etc). They devour magic and
  attack elves, wizard and those that carry magic items
  first (in that order). Each successful attack may invoke
  an effect similar to a 3rd level Dispel Magic spell. It may
  invoke this Dispel effect up to a number of times per day
  equal to its HD. 
  #34 Zombie Rot Blob
  It  is  a  slime  more  than  a  blob,  a  conglomerate  of
  liquefied  undead flesh  that somehow fused  together
  into this new being. Some believe that failed (or very
  old) zombies become a thing like this, others claim that
  a blob that feasts on zombies turns into such a creature.
  At  the  end  of  a  battle  against  such  an  ooze,  any
  character that suffered damage from the monster´s 
  
  attacks must  Save vs. Magic. Those who fail suffer the
  Curse of Zombie Rot:  every 24h hours the character´s
  maximum hit points are reduced by 1d4 as the flesh
  begins  to  rot  (and  sloughs  off  later).  This  may  be
  mistaken for leprosy. A cursed character that dies will
  rise again as a skeleton a day after its death, while the
  remaining flesh liquefies and begins to form a new HD:0
  Zombie Rot Blob. 
  Weakness: A Zombie Rot Blob counts as Undead and
  may be turned like one.
  #35 Chaosdemonic Blob [HD: 4]
  The creature is formed of the stuff of Chaos itself, fused
  with flesh of this world to give it a hold on reality. Its
  body is dark and pulsing, brown black in color with a
  surface structure akin to that of a human brain. Most of
  its surface is covered with fist sized eyes and foot long
  mouths, all of them all to human. It moans, laughs,
  shouts, groans, hisses, wails and curses constantly.
  Attack: whenever it is the Demonic Chaos Blob´s turn
  to  attack,  roll  2d6  and  consult  the  table  below  to
  determine what it is doing this round.
  2: the abominable creature grows! Increase HD by one
  and add another 2d6+2 hit points.
  3: For a number of rounds equal to twice the creatures
  HD an area with a 30´diameter around it is filled with
  hellish screams, moans and laughter while everyone
  within the area loses the own language and may only
  babble incoherently. It is impossible to communicate,
  and a character that tries to cast a spell must Save vs.
  Magic first. If such an area is still in effect, treat the
  result as “4” instead.
  4: Behind the creature, an seemingly exact copy of a
  random opponent is expelled from the blob´s mass. It is
  covered  in  slimy  blood,  but  otherwise  armed  and
  equipped like its original, and ready to attack it from
  the next round on. This “twin” is the product of a
  Phantasmal Psychedellia spell with a level equal to the
  creatures HD. When destroyed or disbelieved, the twin
  turns into a puddle of slime. The same happens when
  its “original” dies.
  5:  whipping tendrils, grotesque and partially skinned
  limbs with sharp claws or kicking hooves and bone
  sickles rupture forth from the creatures mass. It has 5
  attacks this round, two of them do 1d8 damage, three
  do 1d4 damage.
  6: the eyes squirt an acidic fluid into all directions.
  Everyone within 10´ must  Save vs. Breath Attack. On a
  failure the character is hit and suffers 1d4+2 damage,
  half of that again the round thereafter, and another
  point of damage on the round to follow
  7:  overlong barbed tongues thrust out of ever mouth
  and either stab or whip at every character in melee
  range.  These  are two  regular attacks  per character,
  each deals 1d6 damage. If a six comes up in a damage
  roll, the barbed tongue ripped flesh away and another
  d6 damage is done.
  8: the blob throws itself forward to bury one character
  under its mass. It gains a +3 attack bonus this round,
  and the victim gets a +4 attack bonus (if it does not get
  pinned) the next round. Armor does not give protection
  against this attack, but a shield and DEX bonus do. If
  successful, the victim will be pinned down and half-
  buried under the creature. The character may break
  free according to the rules for grappling. At the start of
  its turn, the victim will gain one point of damage from
  caustic saliva that is smeared over it by fleshy tongues ,
  and will be unable to do anything but an attempt to
  break free.
  9: the blob casts a Confusion spell with a level equal to
  its HD. If it did so before and that spell has not expired
  yet, treat the result as “8”.
  10: several  whipping,  dripping  tentacles  burst  forth
  from the creature, only to retreat again a moment later.
  They attack each character once (regular attack; 1d6
  damage). A character that becomes wounded must Save
  vs. Poison or will lose another 1d4 hit points with a rate
  of 1 per round.
  11: several  whipping,  dripping  tentacles  burst  forth
  from the creature, only to retreat again a moment later.
  They  attack  each  character  once.  These  are  touch
  attacks  that  will  bestow  a  Cause  Fear spell  on  the
  victim, with a level equal to the monsters HD.
  12: the abominable creature grows! Increase HD by one
  and add another 2d6+2 hit points.
  A Magic-Usermay Summon a Chaosdemonic Blob with the
  according spell. It is a variant of the Summon spell that
  works just like it, with the following differences:
  Step One is omitted, as the spell will always summon a
  4 HD Chaotic Demonic Blob
  Step Three and Four are omitted, as the creature that
  will be summoned is the Chaotic Demonic Blob
  Thaumaturgic  Circles  and  Sacrifices: 
  if  no
  thaumaturgic  circle  is  used  the  creature  will
  automatically  win  the  Domination  Roll  by  a  Great
  Margin. One sacrifice is mandatory to give the creature
  flesh to fuse with. A large HD 0 creature (e.g. a cow) will
  be enough. Further sacrifices will affect the summoning
  as usual.
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Monster Manuals/Almanac of Blobs [v1.3 bw] (LotFP).pdf