A Crawfordsville monster appears as a gigantic amoeba floating through the air. A typical specimen measures 20 feet in diameter but weighs only 500 pounds.
Acidic Enzymes (Ex): Any
creature that takes
damage from a Crawfordsville monster's slam attack also takes 1d6 points of
acid damage from its digestive enzymes. These enzymes continue to dissolve the victim even after the attack, dealing 1d6 points of
acid damage each round until the wound is washed with at least 1 pint of water (or some other appropriate liquid).
Engulf (Ex): A Crawfordsville monster can simply bowl over opponents up to one
size category smaller than itself as a
attack action during a
move action. This attack affects as many opponents as the monster's body can
cover. Each target can make either an
attack of opportunity against the Crawfordsville monster or a Reflex save (DC 13) to avoid being engulfed. A successful
saving throw indicates that the target has been pushed back or aside (target's choice) as the monster moves forward. An engulfed
creature is considered grappled and trapped within the monster's body. A Crawfordsville monster cannot make a slam attack during a round in which it attempts to
engulf, but each engulfed
creature takes 2d6 points of
acid damage on that round and every round thereafter that it remains trapped.
Immunities (Ex): A Crawfordsville monster is immune to
damage from piercing
weapons.
Natural Invisibility (Su): A Crawfordsville monster remains invisible even when attacking. Any creature that correctly discerns its location despite being unable to see it has a 50% miss chance on melee and ranged attacks. The miss chance drops to 20% after the Crawfordsville monster has successfully engulfed at least one Small or larger creature or four or more Tiny
creatures, because of the pink shade its body acquires. This
ability is always active.
Ooze: A Crawfordsville monster has the traits and
immunities common to oozes.
Sonic/Concussion Vulnerability (Ex): A Crawfordsville monster takes double
damage from attacks that deal sonic or concussion
damage.
Crawfordsville Monster: CR 9; Huge
ooze; HD 8d10+52; hp 96; Mas -; Init -2; Spd 5 ft., fly 30 ft. (average);
Defense 11, touch 6, flat-footed 11 (-2
size, -2 Dex, +5 natural); BAB +6; Grap +23; Atk +13 melee (2d6+9 plus 1d6
acid, slam); Full Atk +13 melee (2d6+9 plus 1d6
acid, 2 slams); FS 15 ft. by 15 ft.;
Reach 10 ft.; SQ
acidic enzymes, blindsight 60 ft.,
engulf, immune to piercing
weapons,
natural invisibility,
ooze,
sonic/concussion vulnerability; AL none; SV Fort +6, Ref +0, Will -3; AP 0; Rep +0; Str 28, Dex 6, Con 18, Int -, Wis 1, Cha 1.
Advancement: 9-18 HD (Huge); 19-27 HD (Gargantuan).
Advanced Crawfordsville Monster: CR 12; Gargantuan
ooze; HD 19d10+135; hp 239; Mas -; Init -2; Spd 5 ft., fly 30 ft. (average);
Defense 13, touch 7, flat-footed 13 (-4
size, -2 Dex, +9 natural); BAB +14; Grap +39; Atk +23 melee (2d8+13 plus 1d6
acid, slam); Full Atk +23/+18/+13 melee (2d8+13 plus 1d6
acid, slam); FS 20 ft. by 20 ft.;
Reach 15 ft.; SQ
acidic enzymes, blindsight 60 ft.,
engulf,
natural invisibility,
ooze, piercing
immunity,
sonic/concussion vulnerability; AL none; SV Fort +12, Ref +4, Will +1; AP 0; Rep +0; Str 36, Dex 6, Con 22, Int -, Wis 1, Cha 1.