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If a foe attempts to cast a spell that affects both slimes, it must attempt to overcome the spell resistance of each slime, as if the slimes were two different creatures if the foe fails to overcome the spell resistance of one of the slimes, neither is affected by the spell.
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The two slimes count as a single creature for the number of actions they can perform each round, and share the total number of actions between themselves (for instance, one slime can take a move action to move while the other slime takes a standard action to attack) if the slimes take a full action to make a full attack, each slime can attack once with the standard –4 penalty. The copy is identical to the original slime, including any ongoing bonuses, penalties, or effects with the same remaining duration, and the two slimes share a single pool of Hit Points, uses of spell-like abilities per day, and initiative count. Three times per day as a move action, a quantum slime can form a quantum- entangled copy of itself within 15 feet. The target can attempt a DC 23 Will saving throw to negate this effect if the slime is attempting to teleport the target into a harmful position (such as into a square that is on fire or filled with a cloud of acid), the target receives a +4 circumstance bonus to the saving throw. When a quantum slime scores a critical hit with its quantum tendril, it teleports the target to a space within 30 feet of its original position that the slime has Line_of_Effect”>line of effect to. Other Abilities compression, mindless, quantum superposition
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Spell-Like Abilities (CL 15th melee +24, ranged +22)ģ/day- cosmic eddy (DC 24), creation (4th level), dimension door, enervationĪt will- bestow curse (DC 23), displacement Melee quantum tendril +24 (4d6+22 E & F critical quantum push ) Init +5 Senses blindsight (vibration) 60 ft., sightless Perception +26
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