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Zol & Gel

Zols are blobs of green go, seeking the detritus of dungeons. Wherever they go, they leave a clean floor behind.

Zol & Gel Lore

Effortless (DC 4)

Zol & Gel make their homes in caves, dungeons, and other underground spaces with lots of detritus to eat. If you find yourself in a dungeon and the floors are clean, be on the lookout for Zol!

Novice (DC 7)

While Gel are most often seen by cutting a Zol in two, clever dungeon-designers will sometimes use them on their lonesome. With their ability to slow Heroes down, Gel can be deadly when working in concert with other traps.

Journeyman (DC 10)

Adventurous homemakers have tried to domesticate Zol for ages, with no success. The little slime-bags have a habit of ‘cleaning’ anything that they find - whether asked to or not.

Zol

Zol aren’t known for their heavy damage output, but they are known for getting in the way quite effectively. They use their Body Check Technique to bounce foes around. Beware their Kyameron’s Splash spell if you’re also fighting electric foes!

When struck, a single Zol will split into two Gels. The only way to prevent this is to kill the Zol in a single decisive blow.

Zol
Rank 1 Natural Protector
HP: 16 MP: 12 SP: 12
Defense: 6 (Medium) Concentration: 13
Initiative: +2 Evasion: 10
Size: Small Vitality: 12
Movement: 4 (Walking)
Strike Damage: 6, Water
To-Hit Check: +8 Range: Melee
Body Check Damage: 4
(Reaction)
4 Stamina Range: Special
Use Requirement: A foe leaves a square you are adjacent to, and you are not Halted.
You enter the square the foe left. Roll To-Hit target’s Vitality; on success, target is Pushed 1 square in a direction of your choice and Knocked Prone, and you may choose to enter the square they previously occupied.
Kyameron’s Splash Damage: 6, Water
6 Magic Range: Projectile 8
The Projectile from this Spell may bounce off of a single wall, solid object, or other creature, but may only move 8 squares in total. (If it bounces off of a creature, that creature is also considered a target of this spell.) Roll To-Hit target’s Vitality; on success, the target is Soaked.
Default Weapon: Spongy Bulb
(Rank 1 Natural Fist, Water damage)
Accuracy: 5 Attack: 4 Durability: 5
Gel Split (Passive)
When struck with an attack, if that attack does not bring the Zol down to 0 HP, then this creature splits into two separate swarms of Gels, each covering 8 squares. Roll Initiative for the Gels, and treat them as brand-new combatants.
Instinctive Intelligence
Resistance: Blunt damage (Rank 5)
Combat 2 Willpower 2 Accuracy 3
Hearts 4 Magic 3 Stamina 3
Athletics 2 Arcana 2 Nature 2
Civilization 0 Perception 2 Agility 2
Fortitude 2 Influence 0 Command 0
Intimidate 2 Discipline 3 Insight 0
Mechanics 0 Perform 0 Guile 1
Smithing 0 Enchanting 0 Cooking 0
Drops 3x Zol Glob (Rank 1 Monster Part)

Gel

Gels don’t usually attempt to harm foes. Instead, they prefer to Grapple foes to slow them down, and hope that other monsters will finish off their prey.

Gel
Rank 0 Natural Protector Swarm
HP: - MP: 0 SP: 0
Defense: 0 (Unarmored) Concentration: 12
Initiative: +5 Evasion: 15
Size: Tiny Vitality: 11
Movement: 6 (Walking)
Strike Damage: 1, Water
To-Hit Check: +7 Range: Melee
Grapple Damage: -
To-Hit Check: +9 (vs Vitality) Range: Melee
Giant-Grappler (Passive)
This creature can attempt to Grapple foes of any size.
Sticky Squeeze (Passive)
This creature has a +2 on Athletics rolls to begin or maintain a Grapple. Creatures Grappled by you are merely Slowed, not Halted.
Instinctive Intelligence
Resistance: Blunt damage (Rank 5)
Combat 1 Willpower 1 Accuracy 2
Hearts - Magic 0 Stamina 0
Athletics 2 Arcana 1 Nature 1
Civilization 0 Perception 2 Agility 5
Fortitude 1 Influence 0 Command 0
Intimidate 1 Discipline 2 Insight 0
Mechanics 0 Perform 0 Guile 1
Smithing 0 Enchanting 0 Cooking 0
Drops (1/4th)x Gel Glob (Rank 0 Monster Part)

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This is a mirror of Reclaim the Wild's supplement Ravage the Wild's rules and and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Reclaim the Wild's team.