Skincrawler
What appears to be a heap of freshly flensed skin ripples and flexes; it has a long tendril tipped with a single sharp fingernail.
Skincrawlers are parasitic oozes that feed on the fluids of living hosts. They stalk isolated prey, but due to their mindlessness, skincrawlers do not recognize that feeding on a host already infested by other skincrawlers can swiftly shorten the lifespan of their food source. When a skincrawler’s host dies, the ooze detaches and crawls into the host’s body through a convenient orifice, whereupon it enters the last stages of its life cycle. As the host decays around it, the skincrawler suffuses the host’s flesh; 24 hours after the host’s death, the host’s skin splits apart into a rash of up to a dozen skincrawlers that then slither away to seek new prey. When unattached to a host, a skincrawler appears to be a protoplasmic blob of flesh with visible veins and capillaries. A skincrawler is about 1 foot square in size and weighs 3 pounds.
N Tiny
Init –1; Senses 30 ft.; Perception –5
DEFENSE
AC 11, touch 11, flat-footed 11 (–1 Dex, +2 size)
hp 9 (1d8+5)
Fort +5, Ref –1, Will –5
OFFENSE
Speed 20 ft., 20 ft.
Melee sting +2 (1d2 plus attach and memory lapse)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks attach, memory lapse, siphon vitality
STATISTICS
Str 10, Dex 9, Con 20, Int —, Wis 1, Cha 1
Base Atk +0; –3 (+7 grapple when attached); CMD 7
Skills Climb +8
SQ adaptive attachment, (strip of flesh)
ECOLOGY
Environment any
Organization solitary or rash (2–12)
Treasure none
SPECIAL ABILITIES
Adaptive Attachment (Ex) When a skincrawler successfully attaches itself to a creature, it swiftly adapts its coloration and texture to match the creature’s flesh. Doing so heals any damage it caused with the sting attack it used to attach to the host. When it uses its ability in conjunction with this, it can take 20 on Stealth checks to remain hidden—in most cases, this means a successful DC 27 Perception check is required to spot a skincrawler attached to a creature. A skincrawler cannot duplicate fur or scales, thus all Perception checks to spot the attached skincrawler on such a host automatically succeed.
Memory Lapse (Su) A target struck by a skincrawler’s sting must succeed at a DC 15 Will save or become momentarily befuddled and unaware of its surroundings. This condition does not last long enough for other creatures to take advantage of the victim’s disoriented state of mind, but is long enough for the ooze to attach itself to the target. The affected creature retains no memory of the skincrawler’s sting attack or of the creature attaching to its body. It perceives sensations through the attached ooze as if the ooze were part of its own skin. The save DC is Constitution-based.
Siphon Vitality (Ex) Once a skincrawler is attached to a host, it slowly feeds on the victim’s fluids. This deals 1 point of Constitution damage per day. Since a night’s rest is enough to heal this damage, the host of a skincrawler can continue to function relatively normally; however, a creature with a skincrawler attached to its body in this manner takes a –2 penalty on all saving throws against effects that cause exhaustion and fatigue. Furthermore, the host suffers from mild headaches, slightly blurred vision, a nagging feeling of being watched, and other minor but discomforting distractions that impart a –1 penalty on all Will saving throws and Wisdom-based skill checks. All of these effects (the Constitution damage and the penalties on checks and saves) stack when multiple skincrawlers feed on a single host.
Amoeba Swarm
Thousands of tiny gelatinous clots of animate ooze swarm in a wet mound, surrounded by a cloying stink of rancid vinegar.
An amoeba swarm is a mobile group of amoebas, each about the size of a coin. Giant amoebas may cleave off tiny portions of their substance, which can then become amoeba swarms. At other times, a giant amoeba can spontaneously transform into a swarm, usually if the giant amoeba is starving or in an area with a high concentration of magic. Likewise, a well-fed amoeba swarm may fuse into a single giant amoeba. When an amoeba swarm is found in the vicinity of a giant amoeba, the two oozes ignore each other. A giant amoeba in the space of an amoeba swarm takes no damage from the swarm’s attacks and does not run the risk of becoming distracted as a result of being in the swarm.
N Fine (swarm)
Init –5; Senses 30 ft.; Perception –5
DEFENSE
AC 13, touch 13, flat-footed 13 (–5 Dex, +8 size)
hp 9 (2d8)
Fort +0, Ref –5, Will –5
Defensive Abilities ooze and ; weapon damage
OFFENSE
Speed 10 ft., 10 ft., 20 ft.
Melee (1d6 acid plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks (DC 11)
STATISTICS
Str 1, Dex 1, Con 10, Int —, Wis 1, Cha 1
Base Atk +1; —; CMD —
Skills Climb +3, Swim +3
SQ
ECOLOGY
Environment any land or underground
Organization solitary or colony (2–5)
Treasure none
Boilborn
Like some taut pustule ready to burst, this mobile wound scuttles on a bristle of slick hairs.
Purulent wounds that crawl out from piles of diseased dead and areas of massive contagion, these oozes slop about thoughtlessly, quivering and ready to burst and infect anything that moves. The creatures manifest in areas wracked by plagues, where rot and ruin run rampant. Crawling from the aff licted areas, boilborn spread out in all directions to disperse their infection. Though carefully studied by healers and naturalists focusing on oozes, living boilborn are dangerous to experiment upon. This is because their death throes can sometimes be triggered accidentally, even when the creatures are handled gently and no harm has been done to them. Some posit that boilborn have only a limited lifespan, and self-destruct when that period ends. Others have labored for years under the hope that the infectious fluids contained within boilborn might somehow be used to find both cures and immunities to any number of diseases that plague the world. Though this experimentation has resulted in certain indicators that boilborn might indeed be put to such positive use, a reliable concoction has yet to be developed. The boilborn detailed here is by far the most common, but as with diseases, other mutations exist. Use the following to represent some of the other virulent strains of these disgusting creatures.
N Tiny
Init –5; Senses 30 ft.; Perception –4
DEFENSE
AC 7, touch 7, flat-footed 7 (–5 Dex, +2 size)
hp 15 (2d8+6)
Fort +3, Ref –5, Will –4
; acid 10
OFFENSE
Speed 10 ft., 10 ft., 10 ft.
Melee slam +4 (1d2+1 plus disease)
Special Attacks death throes, disease
Space 2 ft.; Reach 0 ft.
STATISTICS
Str 12, Dex 1, Con 17, Int —, Wis 2, Cha 1
Base Atk +1; –6; CMD 5 (can’t be tripped)
Skills Climb +9, Swim +9
ECOLOGY
Environment any
Organization solitary or infestation (2–20)
Treasure none
SPECIAL ABILITIES
Death Throes (Su) When killed, a boilborn pops in a 10-foot-radius burst that deals 2d6 points of acid damage (DC 14 Reflex half). Creatures taking damage must succeed at a DC 12 Fortitude save or contract leprosy.
Disease (Su) Leprosy: Injury; save Fort DC 12; onset 2d4 weeks; frequency 1/week; effect 1d2 Cha damage; cure 2 consecutive saves. This save is Constitution-based.
VARIANT BOILBORN
Abyssal Boilborn (CR 3): Colored in hues of bruised blue and bloody red and smelling like bile and pus, this dangerous boilborn has squeezed through a rift from the Abyss. It has the fiendish creature simple template and the advanced creature simple template, and infects its victims with demon fever.
Blindborn (CR 1): Pale greenish gray in color and slightly luminescent, this boilborn transmits blinding sickness (Fortitude DC 14) to creatures affected by its slam attack or death throes ability.
Infernal Boilborn (CR 3): Accompanied by the smell of brimstone, this black-skinned boilborn has the advanced creature simple template and the fiendish creature simple template, and infects victims it slams or splatters upon with devil chills.
Plagueborn (CR 2): Sickly yellow and wracked with perpetual palpitations that emit a fine mist, this boilborn has the giant simple template. Any creatures within 5 feet of a plagueborn must succeed at a DC 16 Fortitude save or contract cackle fever.
Giant Amoeba
This blob of protoplasm is somewhat transparent, allowing the bones of undigested meals and a dark nucleus to be seen within.
A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding, a giant amoeba is actually a mutated version of a harmless creature too small to be seen by the naked eye, grown dangerously large in size. Although happy to prey on creatures smaller than it, the giant amoeba’s constant hunger often drives it to attack larger prey, such as humanoids.
N Small (aquatic)
Init –5; Senses 30 ft.; Perception –5
DEFENSE
AC 6, touch 6, flat-footed 6 (–5 Dex, +1 size)
hp 15 (2d8+6)
Fort +3, Ref –5, Will –5
Defensive Abilities
OFFENSE
Speed 10 ft., 10 ft., 20 ft.
Melee slam +3 (1d3+1 plus 1d3 acid and )
Space 5 ft.; Reach 5 ft.
Special Attacks (1d3+1 plus 1d3 acid)
STATISTICS
Str 12, Dex 1, Con 16, Int —, Wis 1, Cha 1
Base Atk +1; +1 (+5 grapple); CMD 6 (can’t be tripped)
Skills Climb +9, Swim +9
SQ
ECOLOGY
Environment any land or underground
Organization solitary or colony (2–9)
Treasure none
Slithering Pit
Weathered cobblestones give way to a deep, rough pit, the edges of which wriggle and contract of their own accord.
Bizarre oozes born from magical mishaps, slithering pits use their naturally occurring extradimensional spaces to attack and trap prey. An extradimensional breach coats the top surface of these oozes, and the creatures prowl lazily, hunting for well-traveled routes and then quietly lying down for hours—or even days—until tasty morsels literally fall into their waiting grasps. Like most oozes, slithering pits lack true mouths and any digestive organs. While they can trap creatures within their extradimensional wells, they must wait for their prey to dissolve in digestive acids before they can absorb any nutrition. Luckily, slithering pits can survive for weeks between feedings, and in lean times they can even hibernate for months, appearing to be nothing but a slick spot in an alleyway or a shallow puddle. Slithering pits frequent ruins and neglected urban areas, where their transparency allows them to blend in with the shadows of darkened alleys and crumbling corridors. No thicker than a few inches at the center, slithering pits are difficult to distinguish from natural features when immobile. Their slimy exteriors pick up debris and rubble as they stalk, further helping them blend into city streets and ruined floors. Beyond their mobility and slight thickness, slithering pits’ only revealing feature is their shiny mucus, which leaves a glistening trail wherever the creatures travel—but even this dries up and flakes away in a few hours once the ooze settles in at a favored ambush site. While slithering pits are camouflaged on top, their undersides reveal their true appearance: moist and decorated in scintillating patterns of red, green, and blue. Slithering pits are 5 feet in diameter and weigh less than 20 pounds. As ambush predators, slithering pits are most successful when inactive. Because of their transparent appearances, most slithering pits are hardly noticed or are mistaken for shallow puddles by locals. When periods between feedings grow too long, the oozes become more aggressive. Despite their usually patient tactics, slithering pits become vicious when hungry or threatened, lashing out with a thin pseudopod from their perimeter. When desperate, they dispense with stealth and attempt to drag prey into their maws or throw themselves beneath stumbling feet. The fall into the pit is often enough to kill their prey; those who survive the fall instead die from being slowly digested if they can’t quickly clamber back out. These creatures even show rudimentary strategy, sometimes trapping a child or small animal, whose cries for help eventually draw larger victims. A slithering pit’s inner well functions much like a bag of holding, allowing it to carry more prey than its small body could normally contain and potentially feeding it for months after a good hunting season. Anyone or anything inside moves along with the ooze wherever it travels without any sense of outside momentum. A slithering pit can sometimes come into existence when an intelligent ooze—in most cases, a slithering tracker —consumes a bag of holding or another magic item that makes use of extradimensional spaces. The residual magical energies are infused within the ooze, and when it dies, the ooze’s remaining material is reborn as a slithering pit. Slithering pits become dangerous urban blights as they prowl congested cities and cramped slums. They especially flourish in decaying or neglected areas, where potholes filled with water are overlooked. In areas plagued by crime, slithering pits are sometimes used to dispose of bodies. Some clever and opportunistic creatures— especially those immune to the pit’s digestive acids—sometimes use slithering pits as roaming lairs, dragging their own kills into the oozes’ cave-like interiors to share leftovers, and scavenging the freely available prey that the oozes trap. Some spellcasters consider the mucus of a slithering pit to be an ideal component for magic concerned with interdimensional travel and storage. Those researching these oozes claim that there are different varieties of slithering pits. Scattered reports exist of slithering pits that are much larger, sometimes stretching across an entire narrow street or setting up an ambush in the opening of a wide alley. Some lurk within the darkened expanses of warehouses or beneath boardwalks in dockside settlements. Scholars are unclear whether these larger oozes are simply regular slithering pits that have fed and lived long enough to grow, or if they form when larger oozes consume more powerful magic items.
N Medium
Init +3; Senses 60 ft., breach sense; Perception +2
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 25 (3d8+12)
Fort +5, Ref +4, Will –2
acid,
Weaknesses breach
OFFENSE
Speed 10 ft.
Melee tentacle +5 (1d4+4 plus pull)
Space 5 ft.; Reach 10 ft.
Special Attacks pit, (tentacle, 5 ft.)
STATISTICS
Str 16, Dex 16, Con 19, Int 2, Wis 5, Cha 1
Base Atk +2; +5; CMD 18
Feats Skill Focus (Stealth, Perception)
Skills Perception +2, Stealth +15
Racial Modifiers +8 Stealth
SQ transparent
ECOLOGY
Environment any land
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Breach Sense (Su) A slithering pit can detect the presence and location of extradimensional spaces within the range of its blindsense, including those created by magic items like bags of holding, handy haversacks, and portable holes, as well as spell effects such as mage’s magnificent mansion and rope trick. This ability also allows slithering pits to detect others of their kind.
Breach Vulnerability (Su) If a slithering pit consumes an extradimensional space, such as one created by a bag of holding, a handy haversack, or a portable hole, the competing energies cause violent spasms that deal 2d6 points of damage to the slithering pit each round it contains the item. If killed in this way, the slithering pit explodes; anything trapped within the ooze takes 2d6 points of damage and is ejected to a random empty space within 30 feet of the slithering pit.
Pit (Su) As a standard action, a slithering pit can cause its surface to open into an extradimensional space in order to capture and digest food. A slithering pit can use this ability only while on a solid horizontal surface of sufficient size to support it. The extradimensional space created by this ability is 10 feet deep, and any Medium or smaller creatures stepping into its space must succeed at a DC 15 Reflex save or fall into the pit, taking 1d6 points of damage from the fall. A slithering pit can also actively try to trap creatures by moving into their space. A target of this attack can make an attack of opportunity, but immediately falls into the extradimensional space following the attack. If the target forgoes this attack of opportunity, it can attempt a Reflex save to avoid falling into the extradimensional space as if it had wandered into the slithering pit’s space. At any one time, a slithering pit can contain up to one Medium creature, two Small creatures, or four Tiny creatures. The save DC is Constitution-based. The interior surface of the pit is as hard as rough stone. While the pit is open, a creature inside can climb out with a successful DC 15 Climb check. A slithering pit can close its extradimensional space as a move action, trapping a creature inside. A trapped creature takes 1 point of acid damage each round it remains in the extradimensional space. A creature thus trapped can attack the walls of the space to damage the slithering pit. The walls have an AC of 10 and hardness 8. A slithering pit can forcibly eject the contents of its extradimensional space as a standard action, dealing 1d6 points of damage to creatures inside. Ejected creatures end up in a random square adjacent to the slithering pit. If a slithering pit is killed, its extradimensional space collapses and ejects its contents immediately.
Transparent (Ex) A slithering pit is difficult to discern from its surroundings in most environments. The slithering pit gains a +8 racial bonus on Stealth checks and can move at full speed without taking a penalty on Stealth checks. A creature that fails to notice a slithering pit and walks into it risks falling into its pit (if its pit is open) or taking damage as if struck by the slithering pit’s tentacle attack.
SLITHERING RIFT
The most dangerous variant slithering pit is the slithering rift, an ooze that not only traps its prey in an extradimensional space, but also has the ability to serve as a wandering portal that can transport its prey across great distances—maybe even across the barriers of the planes themselves. Slithering rifts are much more powerful than the typical slithering pit—they are Huge, have 16 Hit Dice, and can manifest four tentacles per round to attack foes. A slithering rift’s interaction with reality creates a significant warping of space, granting it a +20 deflection bonus to its AC. These powerful and dangerous oozes are CR 14 terrors.
Gelatinous Cube
Bits of broken weapons, coins, and a partially digested skeleton are visible inside this quivering cube of slime.
One of the dungeon’s most unusual and specialized predators, gelatinous cubes spend their existence mindlessly roaming dungeon halls and dark caverns, swallowing up organic material such as plants, refuse, carrion, and even living creatures. Materials the cube cannot digest, such as metal and stone, can eventually fill up the creature’s mass with such detritus, and at times the creature may excrete some of this material out of its body. Often the treasure and possessions of past victims remain inside the gelatinous cube, leaving a ghostly impression of their material remains. Sages believe these creatures evolved as a specialized advancement of gray oozes. Some beings use gelatinous cubes as protectors of dungeons and underground fortifications, trapping the immense creatures in massive metal crates and transporting them through either slave power or magic to their final guard posts. They make particularly efficient waste disposal mechanisms as well—a tribe that can trap a gelatinous cube in a pit or other area that it cannot climb out of can use it as a midden or even a deadly trap, depending only on the ingenuity of the creatures who caught it. Gelatinous cubes are generally 10 feet to a side and weigh upward of 15,000 pounds, though subterranean explorers report larger specimens trawling the deepest caves and corridors. In locations with plentiful sources of food, gelatinous cubes can exist for hundreds of years, if not thousands. However, if denied organic material for more than 6 months, a gelatinous cube begins shrinking. Eventually this stresses its walls and the creature leaks rapidly evaporating slimy liquid until its body collapses and disappears completely.
N Large
Init –5; Senses 60 ft.; Perception –5
DEFENSE
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 50 (4d8+32)
Fort +9, Ref –4, Will –4
electricity,
OFFENSE
Speed 15 ft.
Melee slam +2 (1d6 plus 1d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks ,
STATISTICS
Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
Base Atk +3; +4; CMD 9 (can’t be tripped)
SQ transparent
ECOLOGY
Environment any underground
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Acid (Ex) A gelatinous cube’s acid does not harm metal or stone.
Engulf (Ex) Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 12 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.
Paralysis (Ex) A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex) Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.
Hungry Flesh
A quivering pile of tumorous flesh, this creature leaves a trail of slime as it hungrily searches for sustenance.
Created in a laboratory by an alchemist researching methods of regenerating human flesh, a hungry flesh is a freakish creature made of aggressive, malignant tissue. It lives only to feed and grow, and must consume large amounts of plant and animal matter to sustain itself. Each day, a hungry flesh must consume its own weight in food. A hungry flesh resists attempts to cut or pierce it, quickly repairing the damage and creating new fleshy growths. With the right food and attacks to catalyze its growth, a hungry flesh can balloon to twice its normal size in minutes. A hungry flesh can grow to Gargantuan size. A hungry flesh starts out at approximately 7 feet in diameter, and weighs 3,000 pounds.
N Large
Init –3; Senses 60 ft., ; Perception –5
DEFENSE
AC 8, touch 6, flat-footed 8 (–3 Dex, +2 natural, –1 size)
hp 47 (5d8+25); 5 (acid or fire)
Fort +6, Ref –2, Will –4
Defensive Abilities ;
OFFENSE
Speed 20 ft., 20 ft.
Melee slam +5 (1d6+4 plus disease and )
Space 10 ft.; Reach 5 ft.
Special Attacks (1d6+4 plus disease)
STATISTICS
Str 16, Dex 5, Con 20, Int —, Wis 1, Cha 1
Base Atk +3; +7 (+11 grapple); CMD 14 (can’t be tripped)
SQ , monstrous growth, reactive regeneration, slime trail
ECOLOGY
Environment any land or underground
Organization solitary or cluster (2–5)
Treasure incidental
SPECIAL ABILITIES
Disease (Ex) Tumor Infestation: Injury; save Fort DC 17; onset 1 minute; frequency 1/day; effect 1d2 Con and 1d2 Cha; cure 2 consecutive saves. Anyone who dies from tumor infestation turns into a hungry flesh 1d4 hours later. The save DC is Constitution-based.
Monstrous Growth (Ex) A hungry flesh gains growth points from its reactive regeneration ability or from eating creatures. When it consumes a creature that’s been dead no more than an hour, it gains 1 growth point if that creature is of its size or one size category smaller, or 2 growth points if its meal is larger than it is. Eating a creature takes a full-round action if it is the same size or smaller than the hungry flesh or 1 minute if it is larger. Each time a hungry flesh reaches 5 growth points, it gains the giant creature simple template. This template stacks with itself each time the hungry flesh gains another 5 growth points, but the hungry flesh can’t increase its size beyond Gargantuan. When it stops gaining growth points, a hungry flesh loses a single application of the giant creature simple template for each hour that passes.
Reactive Regeneration (Ex) Whenever a hungry flesh takes piercing or slashing damage, it regenerates 5 hit points and gains 1 growth point.
Slime Trail (Ex) A hungry flesh leaves behind a trail of slime that acts as a grease spell (DC 17). Any living creature that touches this slime with bare flesh must succeed at a Fortitude save (with a +4 bonus) or contract tumor infestation. The slime dries up after 1 minute. The save DC is Constitution-based.
Slithering Tracker
A long, moist streak along the dark stone suddenly undulates like a serpent and then rises up to attack.
An alien inhabitant of the dark underworld, the slithering tracker is a glistening creature of transparent ooze, typically about 3 inches thick and at least 3 feet in diameter. When still, it looks like a wet patch of stone or a patch of condensation on a wall. Comparatively slow moving, the slithering tracker relies on its transparency and knack for ambushing to surprise prey. Once a slithering tracker has paralyzed a living creature, it flows over an exposed patch of flesh, grabbing on and draining blood from the victim. A slithering tracker can drain a human-sized creature of its blood with shocking swiftness, leaving only a desiccated carcass behind. A slithering tracker can go some time between meals, but never turns down easy prey. The larger a slithering tracker grows, the more voracious its appetite becomes, until, after a particularly large feeding, the creature splits into two smaller slithering trackers that eventually go their separate ways in search of feeding territory. Slithering trackers are not harmed by bright light, but still prefer to avoid areas of intense illumination or natural sunlight, and so only venture aboveground at night. They prefer the cool, damp environment of their native caves and tunnels. Although intelligent and cunning, slithering trackers are entirely alien creatures. They do not possess any language of their own, although they can usually understand the dominant language of the region they dwell in—usually Undercommon. Some underworld inhabitants do manage to forge alliances with slithering trackers, or at least exist with them in symbiosis by providing the creatures with easy and regular prey, but as one can never truly know a slithering tracker’s desires or motivations, such alliances are dangerous to rely upon.
N Small
Init +4; Senses 60 ft.; Perception +7
DEFENSE
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 42 (4d8+24)
Fort +7, Ref +5, Will +1
mind-affecting effects,
OFFENSE
Speed 10 ft., 10 ft.
Melee 2 slams +7 (1d6+3 plus and paralysis)
Special Attacks (1d2 Constitution), grab (Colossal)
STATISTICS
Str 16, Dex 18, Con 23, Int 11, Wis 10, Cha 1
Base Atk +3; +5 (+9 grapple); CMD 19 (can’t be tripped)
Feats Skill Focus (Perception), Skill Focus (Stealth)
Skills Climb +11, Perception +7, Stealth +20
Racial Modifiers +8 Stealth
Languages Undercommon (cannot speak)
SQ transparent
ECOLOGY
Environment any ruins or underground
Organization solitary or pair
Treasure incidental
SPECIAL ABILITIES
Paralysis (Ex) Any creature that is hit by a slithering tracker’s slam attack comes into contact with the anesthetizing slime it secretes. The opponent must succeed on a DC 18 Fortitude save or be paralyzed—at the end of each round thereafter, the paralyzed victim can attempt a new Fortitude save to recover from this paralysis. When a victim recovers from a slithering tracker’s paralysis, the victim is staggered for 1d6 rounds. This DC is Constitution-based.
Transparent (Ex) Because of its lack of coloration, a slithering tracker is difficult to discern from its surroundings in most environments. The slithering tracker gains a +8 racial bonus on Stealth checks as a result, and can move at full speed without taking a penalty on Stealth checks. A creature that fails to notice a slithering tracker and walks into it automatically takes damage as if struck by the slithering tracker’s slam attack and is immediately subject to a grab attempt and paralysis by the ooze.
Doppeldrek
The half-formed shape a snarling dog rises out of this pile of grayish foam.
In their natural form, doppeldreks are pale blobs, with an appearance akin to sea foam. However, doppeldreks habitually mimic other creatures that they detect with their blindsense, taking on not only their shapes but also some of their innate abilities, and even some of their intelligence. A doppeldrek using its change shape ability believes itself to be whatever type of creature it is currently mimicking, and its behavior matches the behavior typical of that type of creature, as far as its intelligence allows. When a doppeldrek attempts to copy a creature with substantially greater intelligence, such as the average humanoid, it attempts to follow the creature around, constantly copying its behavior and making vocalizations that are too imprecise to be recognizable as speech. An isolated doppeldrek eventually reverts to its natural form. Occasionally, through exposure to potent magic or other means, a doppeldrek gains a persistent intelligence and personality, becoming an awakened doppeldrek. An awakened doppeldrek possesses an Intelligence score of 6 or higher, and can use its change shape ability to mimic an Intelligence score up to double its own. An awakened doppeldrek must still put a number of skill ranks equal to its Hit Dice in Disguise, but can allocate its other skill ranks as it sees fit each time it assumes a new form.
N Medium (shapechanger)
Init +4; Senses 60 ft.; Perception +2
DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 73 (7d8+42); 2
Fort +8, Ref +6, Will +4
OFFENSE
Speed 30 ft.
Melee 2 slams +10 (1d6+5)
STATISTICS
Str 20, Dex 19, Con 22, Int —, Wis 15, Cha 11
Base Atk +5; +10; CMD 24 (can’t be tripped)
Skills Disguise +8 (+15 when possessing an Intelligence score)
Racial Modifiers +8 Disguise
SQ (see text)
ECOLOGY
Environment any
Organization solitary or group (1 disguised as a creature plus an assortment of creatures of that type)
Treasure none
SPECIAL ABILITIES
Change Shape (Su) A doppeldrek’s change shape ability allows it to take the form of a living creature that it senses with its ability. Although a doppeldrek is normally mindless, its skill at mimicry is sufficient to reproduce intelligence. While it maintains the shape of a creature with 1 or 2 Intelligence, it gains an Intelligence score of that value. If it mimics a creature with a higher intelligence, the doppeldrek still only gains an Intelligence score of 2. When a doppeldrek gains an Intelligence score, it gains skill ranks equal to its Hit Dice, which it always places in the Disguise skill. This ability otherwise functions as normal for change shape. If the doppeldrek takes the shape of an aberration, animal, dragon, magical beast, or , it gains any of the creature’s abilities listed in beast shape IV. If it takes the shape of a fey, humanoid, or monstrous humanoid, it instead gains any of the creature’s abilities listed in monstrous physique IV . Finally, if it takes the shape of a plant, it gains any of the creature’s abilities listed in plant shape III. A doppeldrek can’t mimic other oozes, nor can it mimic constructs, outsiders, or undead.
Emotion Ooze
This viscous blob of brightly colored goo quivers and pulses in a curious manner.
Truly bizarre and alien creatures, emotion oozes are made of ectoplasm that has somehow been granted the spark of life. Though they can’t be categorized as intelligent, emotion oozes have a unique emotional empathy, allowing them not only to respond and react to the emotions of nearby creatures, but also to psychically shape and alter the emotions of others. Though they are carnivorous, emotion oozes prefer to seek out victims with strong emotions, on which they also feed. As a part of their unnatural biology, they gain a physiological benefit from being exposed to strong emotions. Each emotion ooze is attuned to a specific emotion, and the cause of this connection is unclear. The most commonly accepted theory is that the oozes imprint on the first strong emotion that they are exposed to or that the emotion is imprinted in the ectoplasm, though others believe that the creatures have some control over this bond, and can even change the emotion they’re attuned to given enough time. In addition to their coloration ref lecting their attuned emotions, emotion ooze takes on forms that befit the emotion to which they are tied, making it fairly easy for those with knowledge of the creatures to determine each one’s particular emotional attunement on first glance. Creatures that encounter an emotion ooze find that it mimics their expressions and movements in an unnerving manner, sometimes even duplicating the facial features of the creature as it mimics a smile or growl. The ooze’s reactions get more extreme when creatures around it express the type of emotion to which the ooze is attuned. The ooze begins to noticeably ripple, pulsing in a sympathetic rhythm and reshaping itself more rapidly than it does when it is on the search for emotional creatures. An anger-attuned ooze might form its pseudopods to look more like jagged spikes, and a despair ooze might reach out fitfully like a creature struggling to escape from a pool of quicksand. Most animals and unintelligent life forms find an emotion ooze’s imitation and emotional echoes terrifying and flee as quickly as possible. Though some sentient creatures have this same reaction, others find the phenomenon fascinating, and attempt to either experiment with or capture emotion oozes, putting themselves within reach of the hungry oozes’ grasp. These intelligent creatures are the most common victims of emotion ooze attacks. Pitched battles draw the attentions of emotion oozes attuned to anger, fear, hatred, or zeal. Such an ooze might join a nearby battle it senses so it can feed off the emotions generated there. The desire to continue causing and absorbing such strong feelings causes the ooze to try to prolong the battle, spreading out its attacks among multiple targets and paying little attention to creatures that aren’t affected by its ability to compel emotion. In the end, the ooze’s hunger might actually be its downfall. Emotion oozes often dwell in places where strong emotions were felt in the past, suggesting the creatures might have latent psychometric ability. Hatred oozes might live at the sites of massacres, zeal oozes in old temples or political offices, despair oozes in ancient prisons, and so on. If stuck in one place or deprived of emotional connections for a long time, an emotion ooze begins to lose its coloration, becoming a dull white, and eventually hardens and cracks into pieces. The typical emotion ooze has about the same volume as a human, but its composition makes it significantly lighter, weighing only around 50 pounds.
N Medium
Init –3; Senses 120 ft.; Perception +2
Aura (DC 20)
DEFENSE
AC 13, touch 13, flat-footed 13 (+6 deflection, –3 Dex)
hp 76 (9d8+36)
Fort +13, Ref +6, Will +11
Defensive Abilities ; mind-affecting effects,
OFFENSE
Speed 20 ft., 20 ft.
Melee slam +11 (1d8+7 plus emotional scarring)
Special Attacks compel emotion, emotional scarring
STATISTICS
Str 20, Dex 5, Con 18, Int —, Wis 15, Cha 23
Base Atk +6; +11; CMD 16
Skills Climb +13
SQ , emotional attunement, empathic healing
ECOLOGY
Environment any
Organization solitary, pair, conflict (3–12, often with different attuned emotions)
Treasure incidental
SPECIAL ABILITIES
Compel Emotion (Su) As a move action, an emotion ooze can release a pulse of psychic energy that causes intelligent creatures within 60 feet to be overwhelmed by the emotion ooze’s attuned emotion (Will DC 20 negates). Each emotion has a special effect on affected creatures, which is described in the corresponding emotional attunement entry (see below). The effects of multiple emotion oozes attuned to the same emotion don’t stack, but a creature can be under the effects of different emotions from different types of emotion oozes at the same time. A creature affected by compel emotion retains the chosen emotion for as long as it remains within 60 feet of the emotion ooze and for 1d4 minutes thereafter. An affected creature that takes a move action to try to control its emotions can attempt another DC 20 Will save. Success on this Will save removes the effect and grants the creature a +4 circumstance bonus on future saves against that emotion ooze’s compel emotion ability for 24 hours. This is a mind-affecting emotion effect. The save DC is Charisma-based.
Emotional Attunement (Su) Each emotion ooze is closely attuned to a single emotion. The type of emotion affects its physiology, altering its fundamental nature.
• Anger: An emotion ooze attuned to anger glows bright red. Its Strength score increases by 4, it gains Power Attack as a bonus feat, and it has fire resistance 10. A creature affected by an anger-attuned emotion ooze’s compel emotion ability is compelled to take attacks of opportunity against its allies whenever those allies take actions that would provoke an attack of opportunity from a creature. These count against the number of attacks of opportunity the creature can take each round.
• Dedication: An emotion ooze attuned to dedication is a deep blue. Its Constitution score increases by 4, it gains Great Fortitude and Toughness as bonus feats, and its natural armor bonus to AC increases by 2. A creature affected by a dedication-attuned emotion ooze’s compel emotion ability is unable to move away from an adjacent opponent unless it succeeds at a DC 20 Will save at the start of its turn. Success allows the creature to move away that round, but does not end the effect.
• Despair: An emotion ooze attuned to despair is a pale, listless gray. Its Constitution and Charisma scores increase by 2, and it has DR /magic and cold resistance 10. A creature affected by a despair-attuned emotion ooze’s compel emotion ability takes a –4 morale penalty on attack rolls and damage rolls.
• Fear: An emotion ooze attuned to fear is light gray, flecked with darker gray motes swirling about its insides. Its Dexterity score increases by 4, it gains Improved Initiative and Lightning Reflexes as bonus feats, and it gains the evasion rogue class feature. A creature affected by a fear-attuned emotion ooze’s compel emotion ability gains the shaken condition.
• Hatred: An emotion ooze attuned to hatred is a deep black color, which pulsates violently when it attacks. Its Strength, Dexterity, and Constitution scores increase by 2, it has acid resistance 10, and its emotional scarring ability deals an additional 4d6 points of damage (instead of 3d6). A creature affected by a hatred-attuned emotion ooze’s compel emotion ability takes a –4 penalty to AC, but gains a +1 morale bonus on attack rolls and damage rolls.
• Jealousy: An emotion ooze attuned to jealousy is a swirl of oily green, orange, and brownish red. Its Strength and Dexterity scores increase by 2, and it has DR 5/silver and SR 17. A creature affected by a jealousy-attuned emotion ooze’s compel emotion ability must attempt saving throws to resist all spells cast on it, including harmless and beneficial spells.
• Zeal: An emotion ooze attuned to zeal is a bright orange color, and grows brighter when the ooze is feeding or has recently fed. Its Strength, Constitution, and Wisdom scores increase by 2, and it has DR 5/magic and electricity resistance 10. A creature affected by a zeal-attuned emotion ooze’s compel emotion ability must succeed at a DC 20 Will save each round or repeat the same actions it took on the previous round. If it is unable to do so (such as if it made a full attack against an opponent that has moved away, or cast a spell that has been expended), it must take actions that mimic those taken in the previous round as closely as possible. Succeeding at this Will save allows the creature to act normally for 1 round, but does not free it from the emotion effect.
Emotional Scarring (Ex) An emotion ooze’s slam attack deals an additional 3d6 points of damage, which is mental damage like that from mind thrust I. This is a mind-affecting emotion effect.
Empathic Healing (Su) An emotion ooze gains fast healing 5 as long as it is within 60 feet of a creature that is affected by its compel emotion ability (or that is otherwise experiencing the emotion to which the ooze is attuned). Though an emotion ooze is otherwise immune to mind-affecting effects, it is healed by emotion effects that match its emotion, regaining a number of hit points equal to the caster level of the effect (or to the ooze’s Hit Dice for abilities with no caster level). The ooze takes an equal amount of damage if it fails a saving throw against an effect that specifically counters its corresponding emotion (for instance, remove fear for fear or good hope for despair).
Roiling Oil
This viscous heap slides like an inky spill. It’s the color of a starless night sky, and a thick odor permeates the air around it.
A magical compound of pitch and alchemist’s fire, roiling oil is a volatile and dangerous ooze. It hunts in subterranean tunnels and even city sewer systems and waterways for animal and vegetable material to consume. Thick, viscous, and resembling a glistening spread of black wax, roiling oil moves slowly across flat surfaces and up walls to find prey it can batter with its greasy pseudopods. When a patch of roiling oil attacks, the process of stretching and shifting its form to strike exposes portions of its interior mass to oxygen. This interaction creates a pungent odor of oil and rancid fat. A roiling oil’s strikes slather its targets in an equally malodorous film capable of overwhelming victims with nausea. A roiling oil prefers to fully coat its prey in this substance before it kills and devours them. Even more dangerous, however, is the fact that creatures attempting to burn away a roiling oil only make it more lethal. Even the smallest spark or flame can turn this voracious ooze into a moving inferno against which only cold or strong wind act as any protection. The ooze itself feels no pain from the flames and isn’t impeded by them, but such attempts can result in burns to everyone and everything else in the area.
N Large
Init –5; Senses 60 ft.; Perception –5
DEFENSE
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 103 (9d8+63)
Fort +10, Ref –2, Will –2
10/slashing; electricity, fire,
OFFENSE
Speed 10 ft., 10 ft.
Melee slam +15 (3d6+15 plus nauseating film)
Space 10 ft.; Reach 10 ft.
Special Attacks nauseating film, rolling inferno
STATISTICS
Str 30, Dex 1, Con 24, Int —, Wis 1, Cha 1
Base Atk +6; +17; CMD 22 (can’t be tripped)
Skills Climb +18
ECOLOGY
Environment any underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Nauseating Film (Su) When a roiling oil makes a successful slam attack, it coats a portion of its target in a clinging, reeking film. Creatures affected must succeed at a DC 19 Fortitude save or be nauseated for 1d4+1 rounds. On a successful save, they are instead nauseated for 1 round. This is a poison effect. Another creature can take a full-round action to scrape off some of the film and reduce the remaining duration of the nauseated condition by 1 round.
Rolling Inferno (Su) Roiling oil is both volatile and flammable. Although the ooze is immune to fire and electricity damage, any exposure to either energy type, mundane or magical, causes it to ignite in an explosion that deals 5d6 points of fire damage to all creatures and objects in a 20-foot radius (Reflex DC 21 half). When lit, a roiling oil loses its nauseating film ability but its slam attack deals an extra 2d6 points of fire damage on a successful hit and the ooze gains the burn special attack (Reflex DC 21 negates). Both DCs are Constitution-based. While ablaze, the roiling oil gives off smoke that creates concealment in the roiling oil’s space and 5 feet beyond. This smoke functions like a fog cloud in the range indicated. Water does not extinguish the flames, but any cold damage or a gust of wind or similar effect smothers the flames. Otherwise, a roiling oil s for 1 minute before returning to its original state. While the ooze is ablaze, any additional fire or electricity damage extends the duration but doesn’t cause additional explosions.
Black Pudding
This black, amorphous blob piles up on itself, a quivering mound of midnight sludge that glistens darkly before surging forward.
Black puddings are the scavengers of the underworld, constantly on the lookout for a meal. They can sense organic or metallic objects within 60 feet and mindlessly attack such items or beings until they are dissolved or the ooze is killed. A black pudding reproduces by breaking off a piece of its body and forming a new, smaller black pudding, which grows to full size in 1 month’s time. Some of the more intelligent creatures in the underworld use black puddings as natural garbage disposals, creating stone pits to house the pudding and throwing organic refuse or foes in as needed. Larger specimens of black puddings have been encountered in the deepest parts of the world, with Gargantuan individuals having up to 30 HD.
N Huge
Init –5; Senses blindsight 60 ft.; Perception –5
DEFENSE
AC 3, touch 3, flat-footed 3 (–2 size, –5 Dex)
hp 105 (10d8+60)
Fort +9, Ref –2, Will –2
Defensive Abilities ,
OFFENSE
Speed 20 ft., 20 ft.
Melee slam +8 (2d6+4 plus 2d6 acid plus )
Space 15 ft.; Reach 10 ft.
Special Attacks (2d6+4 plus 2d6 acid), corrosion
STATISTICS
Str 16, Dex 1, Con 22, Int —, Wis 1, Cha 1
Base Atk +7; +12 (+16 grapple); CMD 17 (27 vs. bull rush, can’t be tripped)
Skills Climb +11
SQ , suction
ECOLOGY
Environment any underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Acid (Ex) A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding’s acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon’s wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.
Corrosion (Ex) An opponent that is being constricted by a black pudding suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
Split (Ex) Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Suction (Ex) The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding’s CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.
Brain Ooze
Two slimy tentacles protrude from the sides of this brain-shaped mass of quivering ooze.
A brain ooze (sometimes known as a “killer brain”) resembles almost precisely the raw brain of a human, save for the eldritch energy surrounding it and the twin tentacles extending from its sides. The creature’s thought patterns are unusually powerful, and cause painful mental feedback in the minds of other conscious beings. Other intelligent beings are nothing more than cattle and playthings to brain oozes—victims to be tormented, thought patterns to be consumed. Brain oozes prefer to manipulate their prey from the shadows. Rather than assaulting openly, they provoke fights and conflict within groups, or lure one or two victims away for the kill. Brain oozes derive particular satisfaction from forcing an individual to commit terrible acts, then wiping away all knowledge of the crimes from the victim’s memory. They torment such hapless puppets again and again, forcing them to commit ever greater atrocities. Once weary of their sport they return the modified memories with dispel magic, and feast upon the delicious misery of the victim’s final despair. Brain oozes feed through their tentacles by extracting the thoughts of living creatures. Animals and less intelligent creatures provide little nourishment, but they prize fey, outsiders, and spellcasters as delicacies. After several feedings, a brain ooze divides into two nearly identical brains, each retaining only a portion of the knowledge and experiences of the parent. The similarities between intellect devourers and brain oozes have not gone unnoticed, but the two species appear to have little in common beyond appearance. Some theorize that brain oozes are actually the result of an ancient race’s failed attempt to achieve immortality by preserving their minds via alien technology or magic.
NE Tiny
Init +6; Senses 60 ft.; Perception +11
Aura psychic noise (10 ft., DC 19)
DEFENSE
AC 23, touch 19, flatfooted 18 (+4 armor, +4 Dex, +1 dodge, +2 insight, +2 size)
hp 75 (10d8+30)
Fort +6, Ref +9, Will +6
Defensive Abilities evasion, prescience;
OFFENSE
Speed 5 ft., 60 ft. (good)
Melee 2 tentacles +13 touch (1d6 electricity plus neural pulse)
Space 2-1/2 feet; Reach 0 ft.
(CL 10th; concentration +14)
Constant—detect thoughts, mage armor
At will—charm monster (DC 18), dominate animal (DC 17), dominate person (DC 19)
3/day—dispel magic, modify memory (DC 18)
STATISTICS
Str 4, Dex 19, Con 16, Int 15, Wis 12, Cha 19
Base Atk +7; +9; CMD 22 (can’t be tripped)
Feats Defensive Combat Training, Dodge, Iron Will, Mobility, Weapon Finesse
Skills Bluff +10, Diplomacy +5, Fly +25, Perception +11, Sense Motive +11, Stealth +15
Languages Aklo (cannot speak); 100 ft.
ECOLOGY
Environment any ruins or underground
Organization solitary, pair, flight (3–6), or colony (7–12)
Treasure incidental
SPECIAL ABILITIES
Neural Pulse (Su) Creatures hit by a brain ooze’s tentacle must succeed at a DC 18 Fortitude save or take 1d6 points of Intelligence damage and be staggered for 1d4 rounds. Each time a brain ooze causes Intelligence damage, it gains 5 temporary hit points. The save DC is Constitution-based.
Prescience (Su) Limited precognitive abilities grant a brain ooze a +2 insight bonus on initiative checks, on Reflex saves, and to its Armor Class. Brain oozes are never surprised or flat-footed.
Psychic Noise (Su) The discordant psychic noise emitted by a brain ooze dazes nearby creatures for 1d4 rounds. When a creature begins its turn within the aura, it must succeed at a DC 19 Will save to negate this effect. Whether or not the save is successful, that creature cannot be affected again by the same brain ooze’s psychic noise for 24 hours. An affected creature may attempt a new save to shake off the effect at the end of each of its turns. This is a mind-affecting effect. The save DC is Charisma-based.
Deathtrap Ooze
The killing blade of this horrific trap drips with an animated sheen of foul brown-orange slime.
A deathtrap ooze is a disgusting mass of brown-orange sludge that moves and hunts of its own volition. It exists only to feed. Thought to be related to ochre jellies, the deathtrap ooze is up to 12 feet wide and 6 inches deep in its normal, mobile form. While moving, it shrinks a foot or two in width, gaining about 6 inches of height, and rolls forward in a quivering mass. Deathtrap oozes are less inclined to look for prey than are other oozes—they prefer to hunt by ambush. Their ability to assume the form of simple mechanical traps has long intrigued scholars, but this ability is not something born out of intellect as much as by supernatural cunning. A deathtrap ooze lacks any creative ability—it can only mimic traps that it has encountered during its wanderings, and even then, the repertoire of trap designs it can draw upon is limited to just the last few it has encountered. These oozes surely have an origin rooted in magical meddling. Countless ancient crypts have such oozes within, lurking patiently in ageless trap form, awaiting would-be tomb-raiders for a first-in-centuries breakfast. Those who have studied the deathtrap ooze suppose that wizards of some lost culture altered ochre jellies into perfect guardians. Like ochre jellies, elder deathtrap oozes can grow to be enormous. Rumor holds that some can also duplicate even more complex traps that release toxic fumes, spray acid, or contain poison. Some even claim there are oozes so huge that they can duplicate traps that fill entire rooms with multiple moving parts.
N Large (shapechanger)
Init –4; Senses 60 ft.;Perception –5
DEFENSE
AC 10, touch 5, flat-footed 10 (–4 Dex, +5 natural, –1 size)
hp 126 (12d8+72)
Fort +10, Ref +0, Will –1
acid,
OFFENSE
Speed 20 ft., 20 ft.
Melee slam +13 (2d6+7 plus 2d6 acid and )
Space 10 ft.; Reach 10 ft.
Special Attacks (2d6+7 plus 2d6 acid)
STATISTICS
Str 20, Dex 3, Con 22, Int —, Wis 1, Cha 1
Base Atk +9; +15 (+19 grapple); CMD 21 (can’t be tripped)
Skills Climb +13
SQ , trap form
ECOLOGY
Environment any underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Acid (Ex) A deathtrap ooze secretes acid that dissolves only flesh. Creatures made of materials other than flesh are immune to this acid. Trap Form (Su) Taking 1 minute to do so, a deathtrap ooze can assume the form of any Medium or Large mechanical trap that has no more than one moving part (excluding pits). The ooze can maintain this form indefinitely. The trap it can assume the form of must be of a CR equal to or less than that of the deathtrap ooze itself—appropriate traps include the swinging axe trap (CR 1), the wall scythe trap (CR 4), and the falling block trap (CR 5). In trap form, the ooze uses its attack bonus, but otherwise functions as the emulated trap and uses that trap’s statistics and damage. If a creature searching for traps exceeds the DC to find the ooze’s trap form, a successful follow-up DC 19 Knowledge (dungeoneering) check allows the creature that discovered the trap to discern its true nature. If the takes any damage, it reverts to its normal form as a free action. Otherwise, reverting to its normal form takes a swift action.
Shard Slag
This smoldering mass of metal-encrusted goo sports half a dozen pseudopods, each tipped with a burning-hot sword blade.
Shard slags are living mounds of magic-infused iron. They dwell within the iron-rich molten cores of worlds, the hearts of active volcanoes, or any location where the borders of the Material Plane and the Plane of Fire are thin. Though they’re not sentient, shard slags are skilled hunters and have developed a bizarre method of hunting and defending themselves. When a creature is near, a shard slag spontaneously alters its molten body to produce a number of razor-sharp blades. The shard slag then mindlessly attacks until the other creature is stabbed, burned, and then consumed.
N Huge
Init –2; Senses
Aura molten form (5 ft., 1d6 fire damage)
DEFENSE
AC 20, touch 6, flat-footed 20 (–2 Dex, +14 natural, –2 size)
hp 126 (12d8+72)
Fort +10, Ref +2, Will –1
Weaknesses
OFFENSE
Speed 30 ft.,
Melee 1d4+2 slag blades +13 (1d8+6/19–20 plus 2d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks excruciating
STATISTICS
Str 22, Dex 6, Con 23, Int —, Wis 1, Cha 1
Base Atk +9;
SQ
ECOLOGY
Environment any volcanoes or underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Burrow (Ex) A shard slag can burrow through solid stone at half its normal burrow speed.
Excruciating Burn (Ex) A living creature that takes fire damage from a shard slag must succeed at a DC 16 Fortitude save or be staggered for 1 round. This is a fire effect. The save DC is Constitution-based.
Molten Form (Ex) A shard slag’s molten metal body is hot enough to melt stone. Creatures that begin their turn within 5 feet of a shard slag take 1d6 points of fire damage. Anyone striking a shard slag with a natural weapon or unarmed strike takes 2d6 points of fire damage. A creature that grapples a shard slag or is grappled by one takes 3d6 points of fire damage each round the grapple persists. A creature that strikes a shard slag with a weapon can attempt a DC 22 Reflex save; if it fails, it’s unable to pull the weapon away from the shard slag’s molten body quickly enough, and the weapon takes 2d6 points of fire damage. Unattended objects in contact with a shard slag take 2d6 points of fire damage per round. Damage caused to weapons and unattended objects is not halved, and ignores the first 5 points of hardness. The save DC is Constitution-based.
Slag Blades (Ex) Each round, a shard slag manipulates its molten metal form to create 1d4+2 blade-like protrusions it can extend to attack prey. The slag blades each strike as Medium longswords that deal an additional 2d6 points of fire damage. Additionally, the slag blades are natural weapons, so a shard slag can use them to attack creatures it grapples. Due to a shard slag’s constantly roiling molten body, the slag blades melt away at the end of the shard slag’s turn each round to be immediately replaced by 1d4+2 new slag blades.
Vulnerable to Water (Ex) If a significant amount of water— such as the contents of a large bucket, the liquid created by a create water spell, or a blow from a water elemental— strikes a shard slag, the creature must succeed at a DC 20 Fortitude save or be staggered for 1d6 rounds. A shard slag that is immersed in water is automatically staggered and must succeed at a DC 20 Fortitude save each round (this DC increases by 1 each subsequent round) or be petrified, reverting to its molten metal form once the water is gone.
Tyrant Jelly
This amber-colored ooze contains the preserved larva of a giant insect, almost like a monstrous brain.
When an ochre jelly infiltrates a colony of giant bees or wasps and consumes a queen egg, a strange reaction sometimes occurs between the jelly’s fluids and the egg, resulting in a tyrant jelly—an intelligent ooze using an immature insect as a primitive brain. The tyrant jelly has unusual powers over vermin, and quickly takes control of the colony, sending its drones to gather food to sate its unnatural hunger. Other vermin are attracted to the scent of these creatures, and then fall under the tyrant’s sway—a colony often has giant bees, centipedes, spiders, and wasps working together. A tyrant jelly’s primary interests are food and survival. Magic or telepathy might allow a creature to bargain with it, exchanging food for its cooperation. Some insect cults hunt tyrant jellies, believing their strange substance has properties similar to a giant bee’s royal jelly or can increase the intelligence of other vermin.
Royal jelly has remarkable effects on other creatures if eaten. A pound of royal jelly provides enough nourishment for a full day, and grants a +4 resistance bonus on all saving throws against disease for the next 24 hours. If a creature sleeps enough to heal damage within 24 hours of eating at least a pound of royal jelly, it heals twice the hit points and ability damage as it otherwise would. A single pound sells for 100 gp.
N Large
Init +2M; Senses
DEFENSE
AC 23, touch 4, flat-footed 23 (–5 Dex, +29 natural, –1 size)
hp 129 (10d8+84);
Fort +11, Ref –2, Will +6
OFFENSE
Speed 20 ft.,
Melee slam +12 (6d6+6 plus 1d6 acid plus
Space 10 ft.; Reach 5 ft.
Special Attacks
3/day—charm monster (vermin only), giant vermin, hold monster (vermin only), dominate monster (
STATISTICS
Str 18, Dex 1, Con 22, Int 5, Wis 12, Cha 13
Base Atk +7;
Feats Great Fortitude, Improved InitiativeM, Iron Will, Step Up, Weapon FocusM (slam)
Skills Climb +12, Perception +11
SQ
ECOLOGY
Environment any underground
Organization solitary or nest (1 plus 7–19 giant wasps)
Treasure standard
SPECIAL ABILITIES
Control Vermin (Ex) A tyrant jelly’s spell-like abilities work on mindless
Create Spawn (Ex) Slashing weapons, piercing weapons, and electricity attacks deal no damage to a tyrant jelly. Instead, part of the creature splits off into an ochre jelly. This new jelly has 30 hit points and fast healing 5; the tyrant jelly loses 30 hit points when it splits off. The new jelly is under the control of the tyrant jelly. A tyrant jelly with 30 hit points or fewer can’t split again, and dies if reduced to 0 hit points. A tyrant jelly can reabsorb an adjacent spawn as a full-round action, destroying the spawn and adding the spawn’s current hit points to its own.
Poison (Ex) Slam—injury; save Fort DC 21; frequency 1/round for 4 rounds; effect 1d4 Con; cure 2 consecutive saves.
Vermin Empathy (Su) A tyrant jelly can improve the attitude of vermin as a druid can with animals. Vermin have a starting attitude of unfriendly.
Colour Out of Space
An eerie radiance, a glow unlike anything else, fills the area, bringing with it a stifling sense of latent malignancy.
The deepest, strangest parts of space hold truly alien beings—and of those, few are more notorious than the colour out of space. The lack of a physical body does little to impede this deadly alien life form’s ability to cause incredible devastation to other life it encounters. A colour out of space’s life cycle requires periodic visits to the deepest reaches of space for the creature to gestate and grow in the vicinity of powerful gravitational fields (such as those created by planets), and this custom only increases the monster’s opportunities to bring ruin to countless worlds. The colour out of space is just that—a mobile radiance. Its glow is unlike any seen in nature. The few who encounter one of these creatures and survive sometimes describe the radiance or portrayed it in art as a sinister, green-gray illumination, but these depictions are flawed reproductions. To witness the colour out of space is to know there are things no humanoid mind can fully comprehend, describe, or explain. Very little is known about the life cycle of a colour that dwells in the depths of space, for it is only when it comes to a planet to grow and reproduce that other life forms encounter it. A colour’s arrival upon a world is typically via a small meteorite strike—the colour itself infuses a meteoroid, and shortly after the falling star’s arrival, the rock crumbles away to expose the semisolid mass of a larval colour that seeps into the surrounding landscape. Although a colour is incorporeal, and thus able to move through solid objects, it can also exist as a free-f loating, eerie radiance. Natural sunlight doesn’t particularly harm colours out of space, but they prefer to dwell in darkened areas like deep caves or abandoned wells where their own radiance is the only light. Over the course of several weeks, months, or even years, the colour feeds upon the surrounding plant and animal life—the act of being fed upon is weirdly addictive to its victims, who develop a self-destructive lassitude that prevents them from fleeing the region. When a colour has absorbed enough life to grow to full maturity (usually signif ied by reaching 25 to 30 Hit Dice), it gathers its strength and erupts from its den, coruscating into the sky as it launches the majority of itself back into space. Sometimes, enough remains of the parent colour to survive on its own, and in these cases the life cycle repeats again and again. Areas blighted by a colour out of space are singularly recognizable, not only for the eerie pallor of local plant life and large swaths of blasted, barren landscape, but also by the presence of those the colour has fed on. These unfortunate, deformed individuals, known as colour-blighted creatures, never live for long, but while they do, their madness often drives them to violent behavior, be they people or beasts.
CN Huge
Init +12; Senses
Aura lassitude (300 ft., DC 22)
DEFENSE
AC 23, touch 23, flat-footed 14 (+6 deflection, +8 Dex, +1 dodge, –2 size)
hp 126 (12d8+72)
Fort +10, Ref +14, Will +10
Defensive Abilities
Weaknesses susceptible to force effects
OFFENSE
Speed 30 ft.,
Melee disintegrating touch +15 touch (6d6; DC 22)
Space 15 ft.; Reach 15 ft.
Special Attacks feed
STATISTICS
Str —, Dex 26, Con 22, Int 19, Wis 23, Cha 23
Base Atk +9;
Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Weapon Finesse
Skills Fly +27, Knowledge (geography) +16, Knowledge (nature) +16, Knowledge (planes) +16, Perception +18, Stealth +12
Languages Aklo (can’t speak)
ECOLOGY
Environment any
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Aura of Lassitude (Su) A creature within 300 feet of a colour out of space (even when the colour is hiding within a solid object) must succeed at a DC 22 Will save or become overwhelmed with listlessness and ennui. While under this effect, the creature takes a –4 penalty on all Will saving throws, and doesn’t willingly travel farther than a mile from the area where it failed its saving throw against that colour’s aura of lassitude. A break enchantment spell (DC 22) ends the effect, as does removing the victim from the aura’s area of effect. Every 24 hours, a creature affected by an aura lassitude can attempt a new DC 22 Will save to cast off the effects of the aura. A creature that succeeds at this saving throw is immune to that colour’s aura of lassitude for 24 hours. A creature that is under the effects of an aura of lassitude from a colour out of space can’t be further affected by this ability from other colours. This is a mind-affecting effect. The save DC is Charisma-based.
Disintegrating Touch (Su) A colour’s touch causes a terrible disintegration of flesh and bone. A successful DC 22 Fortitude save halves the damage caused by a colour out of space’s touch attack. A creature reduced to 0 hit points by a colour out of space’s touch attack must succeed at a DC 22 Fortitude save or be immediately slain and reduced to a pile of fine ash. The save DC is Constitution-based.
Feed (Su) A colour can attempt to feed on any living creature or a region of plant life as a full-round action. If it feeds on a single creature, the colour must have line of sight and be within 300 feet of the target. If it feeds on a region of plant and animal life, it only needs to be within that region. It can attempt to feed on a region once per week, and upon a living creature at will (but only once per day per living creature). Feeding on a region of plant life is automatically successful, blighting that region of plant life as if by a diminish plants spell used to stunt growth. A creature can resist being fed upon by a colour out of space by succeeding at a DC 22 Will save, in which case the colour must wait 24 hours before attempting to feed on that creature again. If this saving throw fails, the victim takes 1d4 points of Charisma drain and Constitution drain. The save DC is Charisma-based. A creature whose Constitution score is drained to 0 by a colour out of space’s feed attack immediately dies, crumbling into a mass of desiccated tissue. A creature whose Charisma score is drained to 0 by a colour out of space’s feed attack gains the colour-blighted simple template (see the facing page). Every time a colour successfully feeds on a creature, it gains 1 growth point. A colour out of space can never have more than 100 growth points—it can expend 100 growth points after spending 24 hours concentrating on its growth, and in so doing gains 1 permanent Hit Die.
Susceptible to Force Effects (Ex) A colour out of space takes half again as much damage (+50%) from force effects, and takes a –4 penalty on all saving throws to resist force effects. A colour out of space can’t damage force effects with its disintegrating touch. Its aura of lassitude and feed ability is blocked if the colour is completely entrapped by force effects (such as by a windowless cell version of forcecage or a telekinetic sphere).
Putrid Ooze
Masses of carrion and debris break the inky surface of this enormous, undulating sludge.
Putrid oozes are primarily made from organic mire animated with Abyssal energies. These creatures can exist near any rift or portal to the Abyss. They caustically burn through plants and animals in pursuit of their vicious, mindless hunger. Putrid oozes get their name from their disturbing habit of subsuming dead creatures into their own gelatinous bodies. Putrid oozes generally are a combination of churning, gray-and-black slurries, similar to chunky tar mixed with wet gravel, but their bodies also hold undigested portions of the creatures they consume. At any one time, they present a mixture of rotting limbs, severed heads, and entangled entrails among the miscellaneous sludge that makes up their bodies. Most hardy materials putrid oozes consume are never completely devoured. Putrid oozes slowly break down their meals into the same gray-black, chunky morass that makes up their bodies. Although it’s rare for a putrid ooze to starve, those weakening from hunger use the last of their dwindling energy to seek out chasms or ravines where they can lie in wait, hoping for meals to wander past. In these dark places, the putrid oozes go dormant, existing as murky pools of sticky acid until a living creature draws near. Though the creatures are essentially in hibernation, all it takes is a simple touch to awaken them. In contrast, active putrid oozes are intimidating sights to behold, and rarely take anyone by surprise. Unlike other oozes, putrid oozes don’t reproduce via mitosis—splitting into two identical, smaller oozes. Instead, they form spontaneously from corrupted rifts to the Abyss. Some cultists of Jubilex, demon lord of ooze monsters, have experimented with generating putrid oozes by exposing slurries of entrails, filth, and acid to foul energies. They see the spontaneous creation of these oozes as manifestations of the Faceless Lord. When putrid oozes take enough damage to be destroyed, they melt into an inert pool of muck like most other oozes, though whether putrid oozes eventually reform from such remnants is a point of debate. Some say that sunlight further breaks down putrid oozes once they are destroyed. A putrid ooze typically covers an area that measures 12 feet by 12 feet, and piles up on itself to a height of no more than 8 feet. A putrid ooze weighs about 20 tons.
N Huge
Init –1; Senses
DEFENSE
AC 7, touch 7, flat-footed 7 (–1 Dex, –2 size)
hp 172 (15d8+105)
Fort +12, Ref +4, Will +0
OFFENSE
Speed 30 ft.,
Melee slam +20 (6d6+16 plus 2d6 acid and
Ranged splatter +8 (10d6 acid)
Space 15 ft.; Reach 10 ft.
Special Attacks
STATISTICS
Str 32, Dex 9, Con 24, Int —, Wis 1, Cha 1
Base Atk +11;
Skills Climb +19, Swim +19
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Putrid Acid (Ex) A putrid ooze secretes a digestive acid that dissolves organic material and metal quickly, but doesn’t affect stone. Each time a creature takes damage from a putrid ooze’s acid, its clothing and armor take the same amount of damage from the acid (Reflex DC 23 negates damage to clothing and armor). A metal or wooden weapon that strikes a putrid ooze takes 2d6 points of acid damage, unless the weapon’s wielder succeeds at a DC 23 Reflex save. If a putrid ooze remains in contact with a wooden or metal object for 1 full round, the object takes 30 points of acid damage (no save). The save DCs are Constitution-based.
Splatter (Ex) As a standard action, a putrid ooze can throw a portion of its acidic sludge at a creature within 30 feet. The putrid ooze must make a successful ranged touch attack to hit the target. Creatures struck take 10d6 points of acid damage.
Gravesludge
This filthy, shuddering mass of sludge and bones seems to have formed from a mass of muddy grave soil.
Gravesludges straddle the line between oozes and undead. Primarily made of ectoplasm and grave dirt, gravesludges spontaneously arise in areas where a grave is desecrated, near strong haunt activity, and in the defiled graves of unhallowed cemeteries. Intelligent undead often entreat gravesludges to bolster their defenses, but solitary gravesludges wander cemeteries, charnel houses, and ossuaries, driven by little more than a burning jealousy and hatred for the living. Occasionally, living creatures work with a gravesludge to secure a grisly form of life after death as juju zombies. The average gravesludge measures 6 feet across and weighs 750 pounds.
NE Medium
Init +10; Senses
DEFENSE
AC 27, touch 21, flat-footed 21 (+5 deflection, +6 Dex, +6 natural)
hp 161 (14d8+98)
Fort +11, Ref +15, Will +11
Defensive Abilities haunted,
OFFENSE
Speed 30 ft.,
Melee 2 slams +20 (2d8+10/19–20 plus 2d6 negative energy and lifeleech)
Space 5 ft.; Reach 10 ft.
Special Attacks create spawn, lifeleech, swift slam
At will—ghost sound (DC 15), telekinesis (DC 20)
3/day—quickened death knell (DC 17), phantasmal killer (DC 19), wall of ectoplasm (DC 20)
1/day—harm (DC 21)
STATISTICS
Str 31, Dex 22, Con 24, Int 15, Wis 21, Cha 20
Base Atk +10;
Feats Combat Casting, Combat Reflexes, Improved Critical (slam), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (death knell)
Skills Climb +24, Knowledge (religion) +16, Perception +19, Stealth +20
Languages Common;
ECOLOGY
Environment any land
Organization solitary, pair, or haunt (3–5)
Treasure standard
SPECIAL ABILITIES
Create Spawn (Su) A creature slain by a gravesludge animates as a free-willed juju zombie 1d4 rounds after it is slain.
Haunted (Su) The eldritch spiritual energy that infuses a gravesludge grants it a deflection bonus to its AC and a resistance bonus on Reflex saves equal to its Charisma modifier (+5 for the typical gravesludge).
Lifeleech (Su) When a gravesludge deals negative energy damage to a creature, that creature continues to take 1d6 points of negative energy damage at the start of its turn each round. This effect can be stopped via magical healing, and otherwise stops on its own 3 rounds after the initial slam attack. Multiple slam attacks extend the duration of this ongoing negative energy damage but do not increase the amount of damage.
Swift Slam (Ex) A gravesludge can attack twice with its slam attack as a standard action.
Carnivorous Blob
Rolling and twitching like a massive wad of translucent ooze, this crimson blob reaches out amorphous pseudopods in all directions.
While sages debate whether the first carnivorous blobs were created by a mad wizard, formed in foul flesh-warping vats in some sinister city, or traveled to this world trapped in the core of a meteor, there is one thing they all agree on—none wish to get close enough to study the monstrosity. Carnivorous blobs move like a typical ooze, rolling out blobs of its fleshy material in haphazard directions, and pulling its bulk across the ground, up walls, and even through the water. If a carnivorous blob goes for more than 24 hours without a source of food, it drops into a sort of hibernation, resembling nothing so much as a pool of gelatinous blood. The creature springs to life quickly and hungrily as soon as any living prey comes within range of its senses.
N Colossal
Init +0; Senses
DEFENSE
AC 2, touch 2, flat-footed 2 (–8 size)
hp 184 (16d8+112)
Fort +12, Ref +5, Will +0
Defensive Abilities reactive strike,
Weaknesses
OFFENSE
Speed 20 ft.,
Melee slam +17 (8d6+19 plus 1d4 Con drain and
Space 30 ft.; Reach 30 ft.
Special Attacks absorb flesh,
STATISTICS
Str 36, Dex 11, Con 24, Int —, Wis 1, Cha 1
Base Atk +12;
Skills Climb +21, Swim +21
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Absorb Flesh (Ex) A carnivorous blob cannot eat plant matter or inorganic matter, but it devours living flesh with a voracious speed by dealing Constitution drain on creatures it slams or constricts. Whenever the blob deals Constitution drain in this manner, it heals 10 hit points for each point of Constitution it drains. Excess hit points above its normal maximum are gained as temporary hit points. As soon as a carnivorous blob has at least 50 temporary hit points, it loses those temporary hit points and splits as an immediate action.
Reactive Strike (Ex) Whenever a carnivorous blob takes damage, it reflexively lashes out with a slam attack. This ability effectively grants the carnivorous blob an attack of opportunity against any adjacent foe that deals it damage. These attacks of opportunity do not count against the normal limit the creature can make in a round. Attacks that deal sonic or slashing damage do not trigger a reactive strike—rather, they cause the creature to split. Whenever a carnivorous blob takes cold damage, the creature cannot use its reactive strike ability until after it takes its next action in combat.
Gunpowder Ooze
This lurching mass of slime and gunpowder leaves a trail of shiny black residue in its wake, and shudders with concussive energy.
Common where wild magic and gunpowder are prevalent, gunpowder oozes are the combination of these two dangerous and unpredictable elements.
ADMIXTURE OOZE
Sometimes, when gunpowder mixes with unpredictable wild magic and alchemy (a frequent pairing in places where alchemical cartridges are common), an admixture ooze arises. These oozes include additional horrifying elements that were not present in their parent substances. An admixture ooze has the advanced simple template, as well as a unique ability depending on its alchemical admixture. For instance, an admixture ooze with the power of an entangling shot cartridge entangles foes with its slam attack (Reflex DC 27 negates), whereas flare cartridge oozes can emit blinding flashes as a free action, dazzling sighted creatures within 20 feet for 1d6 minutes (Fortitude DC 27 negates).
N Large
Init +0; Senses Perception –5
DEFENSE
AC 9, touch 9, flat-footed 9 (–1 size)
hp 230 (20d8+140)
Fort +13, Ref +6, Will +1
Defensive Abilities
Weaknesses
OFFENSE
Speed 20 ft.,
Melee slam +23 (2d6+13 plus
Ranged blast +14 touch (4d6+7 plus gunpowder residue)
Space 10 ft.; Reach 10 ft.
Special Attacks blast, combust,
STATISTICS
Str 28, Dex 11, Con 24, Int —, Wis 1, Cha 1
Base Atk +15;
Skills Climb +17
ECOLOGY
Environment any land
Organization solitary
Treasure none
SPECIAL ABILITIES
Blast (Ex) Once every 1d4 rounds as a swift action, a gunpowder ooze can fire a blast of gunpowder from its body as a ranged touch attack, dealing an amount of damage equal to 4d6 + the ooze’s Constitution modifier (+7 for most gunpowder oozes). Any creature struck by this blast is coated in the ooze’s gunpowder residue (Reflex DC 27 negates). This attack has a range of 180 feet with no range increment. The save DC is Constitution-based.
Combust (Ex) Because of its volatile nature, a gunpowder ooze may explode around open flames or sparks. Anytime a gunpowder ooze takes fire damage or damage from a ranged firearm attack, it spontaneously explodes, dealing 10d6 points of fire damage to all creatures and objects in a 30-foot cone facing the damage source that ignited the ooze (Reflex DC 27 half). If there is no method of determining the damage source’s direction (such as a burst or spread centered on the ooze), the ooze instead combusts in a 15-foot-radius burst. A gunpowder ooze that combusts splits automatically. The save DC is Constitution-based.
Gunpowder Residue (Ex) Whenever a gunpowder ooze successfully strikes a creature with its blast or slam attack, the target must succeed at a DC 27 Reflex save or be coated in sticky gunpowder residue. Though the residue is not harmful in itself, if a creature covered in the residue uses a firearm, wields any weapon capable of dealing fire damage, takes fire damage from any source, or is exposed to a suitable spark, the residue immediately ignites and explodes, dealing 5d6 points of fire damage to the creature. Creatures adjacent to the exploding creature take half damage (which can be halved again with a successful DC 27 Reflex save). Gunpowder residue remains flammable for 24 hours, until it is ignited, or until it is scrubbed away (which requires soap, water, and at least 1 hour of bathing and washing). A creature can be covered in only up to one layer of gunpowder residue at a time. The save DC is Constitution-based.
Plasma Ooze
This amorphous blob of violet energy ripples like a globe of floating liquid. It periodically lashes out with tendrils of blue light.
Massive and devastating, plasma oozes are mysterious, extraterrestrial beings made of superheated electromagnetic sludge. While their origin is not fully known, it is widely accepted that plasma oozes are not from this world. Some scholars believe they dwell in the sun, while others maintain they hail from the Plane of Fire. That plasma oozes have been encountered in both of these locations does little to help solve the debate. A plasma ooze flies by somehow interacting with gravity and magnetic waves, drifting through the air in a manner similar to the way a jellyfish swims in water. This creature’s only real purpose is to consume, and it prefers to do so by drawing prey into its fiery, electrified core. Scholars find it curious that while a plasma ooze can only attract metallic substances, the thing can only digest organic matter, and rather slowly at that. Survivors of plasma ooze attacks are rare, but such victims describe the pain of being struck by one’s rays as like being pulled apart piece by piece. Wounds left by a plasma ooze’s touch resemble hideously melted burn scars. A plasma ooze is 20 feet in diameter and weighs 6,000 pounds.
N Gargantuan
Init +0; Senses
Aura magnetic pulse (30 ft., DC 27)
DEFENSE
AC 6, touch 6, flat-footed 6 (–4 size)
hp 241 (21d8+147)
Fort +14, Ref +7, Will +2
Defensive Abilities
OFFENSE
Speed
Melee slam +24 (4d6+19 plus 4d6 electricity, 4d6 fire, and
Ranged 1d4 plasma rays +11 touch (4d6 electricity plus 4d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks
STATISTICS
Str 36, Dex 11, Con 24, Int —, Wis 1, Cha 1
Base Atk +15;
Skills Fly +2
SQ
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Magnetic Pulse (Su) A plasma ooze is surrounded by an aura of magnetism that allows it to attract metallic objects and creatures. At the start of the ooze’s turn as a free action, the ooze makes a combat maneuver check against all metallic creatures, all creatures wearing metal armor, and all creatures wielding metal weapons within 30 feet. If it beats the CMD of a metal or armored creature with this check, that creature is pulled 10 feet closer to the ooze and cannot move away from the ooze for 1 round. If this causes the creature to move into a square occupied by the plasma ooze, the ooze can attempt to engulf that creature as a free action. If it beats the CMD of a creature wielding a metal weapon, that weapon is disarmed and pulled 10 feet closer to the ooze. Unattended metal objects of size Large or smaller are automatically pulled toward a plasma ooze. This magnetism is supernatural in nature and affects all metal objects.
Plasma Ray (Su) As a standard action, a plasma ooze can fire 1d4 plasma rays at up to 4 separate targets within 60 feet (no more than one ray can attack a single creature). Each ray deals 4d6 points of electricity damage and 4d6 points of fire damage on a hit.
Cave Blight
Muscular tentacles ending in stalagmite-like stingers extend from this pale brown slime.
Cave blights are radioactive oozes that dwell in immense networks of caverns deep below the surface of the world. There, they seek to ruin underground societies—especially svirfneblin settlements, for deep gnomes particularly enrage these oozes due to their ancient links to the primal realm of the fey. Cave blights alone among their kind are adept at magically compelling aberrations to aid them in their wars against other intelligent life. A cave blight measures 7 feet across and weighs 600 pounds on average.
CE Medium
Init +16; Senses
DEFENSE
AC 34, touch 22, flat-footed 22 (+12 Dex, +12 natural)
hp 325 (21d8+231);
Fort +18, Ref +19, Will +18
Defensive Abilities rejuvenation;
OFFENSE
Speed 30 ft.,
Melee 4 stings +30 (2d8+15/19–20 plus petrification)
Space 5 ft.; Reach 20 ft.
Special Attacks irradiate domain
1/day—blight (DC 22), command plants (DC 21), dominate monster (aberrations, animals, and magical beasts only, DC 26), greater curse terrain, hallucinatory terrain (DC 21), hungry pit (DC 22)
STATISTICS
Str 40, Dex 34, Con 32, Int 22, Wis 29, Cha 24
Base Atk +15;
Feats Combat Expertise, Combat Reflexes, Critical Focus, Greater Sunder, Improved Critical (sting), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Skill Focus (Stealth), Staggering Critical
Skills Bluff +28, Climb +44, Intimidate +28, Knowledge (dungeoneering, geography) +27, Perception +30, Sense Motive +30, Stealth +39 (+47 in caverns)
Racial Modifiers +8 Stealth in caverns
Languages Aklo, Undercommon; domain
SQ cursed domain, favored terrain (underground)
ECOLOGY
Environment any underground
Organization solitary
Treasure standard
SPECIAL ABILITIES
Irradiate Domain (Su) The area of a cave blight’s cursed domain becomes infused with radioactive rock formations that manifest as glowing green crystals shedding illumination as per a candle and faint warmth. This radiation interferes with teleportation effects—a creature attempting to cast teleport to travel into or out of a cave blight’s domain must succeed at a DC 30 caster level check or the spell fails. In addition, all creatures that enter the blight’s domain must succeed at a DC 31 Fortitude save every 10 minutes to avoid taking 1 point of Constitution drain (this increases to 1d4 points of Constitution drain within 10 feet of a cave blight). This is a poison effect. The save DC is Constitution-based.
Petrification (Su) A creature stung by a cave blight must succeed at a DC 31 Fortitude save or take 1d6 points of Dexterity drain. A living non-ooze creature that is immune to poison loses its immunity to poison as long as it suffers any Dexterity drain from this sting. A creature whose Dexterity score is drained to 0 becomes petrified, as per flesh to stone. The save DC is Constitution-based.
Shoggoth
This immense mound of black slime thunders forward, eyes and mouths and even stranger things forming in its heaving bulk.
Although even lunatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or thankfully unreal nightmare, the truth is altogether more dire. The shoggoths exist, although they keep to the deepest of ocean trenches or the most remote of forgotten caverns and ruins, emerging only rarely to spread madness and destruction in their slime-caked wakes. The first shoggoths were created in eons past, long before the first gods turned their attentions to the Material Plane. Some hold that the aboleths engineered them, while certain strange texts hint of a race even older that engineered the first shoggoths as slaves. Eventually, these dread beasts developed enough intelligence to rebel against their creators, and now they lurk, patient but potent, in the lightless deep.
CN Huge
Init +11; Senses
DEFENSE
AC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, –2 size)
hp 333 (23d8+230);
Fort +19, Ref +14, Will +15
OFFENSE
Speed 50 ft.,
Melee 4 slams +30 (3d6+15/19–20 plus
Space 15 ft.; Reach 30 ft.
Special Attacks
STATISTICS
Str 40, Dex 24, Con 31, Int 5, Wis 22, Cha 13
Base Atk +17;
Feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Staggering Critical
Skills Climb +23, Perception +33, Swim +23
Racial Modifiers +4 Perception
Languages Aklo
SQ
ECOLOGY
Environment cold aquatic or underground
Organization solitary or tide (2–6)
Treasure standard
SPECIAL ABILITIES
All-Around Vision (Ex) A shoggoth’s many sense organs grant a +4 racial bonus on Perception and immunity to flanking.
Maddening Cacophony (Su) As a free action, a shoggoth can give voice to sounds and words sane life was not meant to hear. All creatures in a 60-foot radius must make a DC 22 Will save or be confused for 1d6 rounds. Each round a creature is affected it takes 1d6 points of Wisdom damage. A creature that saves cannot be affected by this shoggoth’s maddening cacophony for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Engulf (Ex) To use this ability, the shoggoth must begin its turn grappling a creature or must trample. A shoggoth may attempt to engulf as many creatures as it grapples or tramples in a round. This ability otherwise functions as swallow whole, save that a creature that cuts its way out of a shoggoth leaves no hole in the protoplasmic creature’s body.