Judge Joan Troyer reached out to the Google+ community to ask about a DCC version of the dreaded gelatinous cube. Of course, that was too good a chance to pass up. Reprinted here is the Sanctum’s take on the classic creature
Gelatinous Horror (primeval slime)
Rightfully feared by those who delve into the dark places of the Aereth, the gelatinous horror’s omnivorous habits make it a threat to all that stumble across it. These primeval slimes fill environmental niches usually occupied by small scavengers as well as large predators. In its role as a scavenger , the highly mobile slime roams through passages and tunnels digesting organic detritus and offal. It is as a predator though that the dangers of the gelatinous horror become quite clear.
While capable of subsisting on decaying organic matter, the slime prefers living flesh. Once it has identified a source of prey it will inexorably follow the target without rest. Silent and near near invisible, unimpeded by most barriers, capable of flowing under doors and other small spaces, the horror tracks its meal until such time as the slime is destroyed or the prey leaves the slime’s chosen territory (such as an underground cavern system).
Gelatinous Horror: Init (always last); Atk pseudopod +4 melee (1d4); AC 10; HD 6d8; hp 27; MV 10’; Act 4d20; SP half damage from slicing and piercing weapons, double damage from fire, ambush; engulf, paralyzing touch, protoplasmic breakdown; SV Fort +6, Ref -8, Will -6; AL N.
Ambush: Being both visually transparent and normally at the ambient temperature of its surroundings, the gelatinous horror is invisible to infravision unless passing in front of something with a greatly differing temperature. It gains surprise in all encounters in dimly lit or dark places but in well-lit places is clearly visible at 60′ (or more depending on the surroundings.
Engulf: Any human-sized target hit by all four pseudopod attacks in a single round is grasped and pulled within the mass. Targets engulfed take 1d6 damage and cannot escape or take any action without making an opposed Strength check against the beast (Str 20).
Paralyzing touch: Pseudopod’s touch requires target to make DC 14 Fort save. Failure causes paralysis for 1d6 hours.
Protoplasmic breakdown: The slime digests its food by emitting acidic juices on contact. Any creature that contacts the slime (including by attack from a pseudopod) temporarily loses 1d4 Stamina from the digestive juices. A creature that reaches 0 Stamina is immediately killed.