This product includes mythic oozes of variants of more familiar oozes, like the frost cube and sorcerous cube, or the dun pudding and crystal ooze, as well as far stranger creatures like the pastoral yet deadly garden ooze or the otherworldly and awe-inspiring plasma ooze, covering CRs from 2 to 20. In addition to a dozen existing oozes and variants, Mythic Monsters: Oozes Too also includes spells and a new mythic path ability for creating and controlling your very own oozy horrors. To top it all off, Mythic Monsters: Oozes Too introduces an entirely new 13th mythic monster, the swift and sinister sonic slime, a congealed echo of the eldest words of creation, given form and awareness and a terrible, shattering hunger, though those who listen carefully to its deadly thrum can hear within it still the far-off voices of the eldest gods.
The Mythic Monsters series from Legendary Games brings you dynamic and exciting mechanics alongside evocative and cinematic new abilities that really help creatures live up to their flavor text, whether they are creatures of real-world myth and legend or creatures born out of the RPG tradition itself. These creatures can work just as well in a non-mythic campaign as they do in one that incorporates the full mythic rules, as you can throw them at your jaded players who think they've seen it all or know the standard monster stats as well as you do. That look of surprise and "What was THAT?" will warm any GM's heart.