Oozes are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in
search of organic matter-living or dead.
Oozes attack any creatures they encounter. They lash out with pseudopods or simply
engulf opponents with their bodies, which secrete acids that help them catch or digest their prey.
Blindsight (Ex): An ooze's entire body is a primitive sensory organ that can ascertain prey by
scent and vibration within 60 feet.
|
Black Pudding
|
Elder Black Pudding
|
|
Huge Ooze |
Gargantuan Ooze |
Hit Dice:
|
10d10+60 (115 hp) |
20d10+180 (290 hp) |
Initiative:
|
-5 |
-5 |
Speed:
|
20 ft. (4 squares), climb 20 ft. |
20 ft. (4 squares), climb 20 ft. |
Armor Class:
|
3 (-2 size, -5 Dex), touch 3, flat-footed 3 |
1 (-4 size, -5 Dex), touch 1, flat-footed 1 |
Base Attack/Grapple:
|
+7/+18 |
+15/+35 |
Attack:
|
Slam +8 melee (2d6+4 plus 2d6 acid) |
Slam +19 melee (3d6+12 plus 3d6 acid) |
Full Attack:
|
Slam +8 melee (2d6+4 plus 2d6 acid) |
Slam +19 melee (3d6+12 plus 3d6 acid) |
Space/Reach:
|
15 ft./10 ft. |
20 ft./20 ft. |
Special Attacks:
|
Acid, constrict 2d6+4 plus 2d6 acid, improved grab |
Acid, constrict 2d8+12 plus 2d6 acid, improved grab |
Special Qualities:
|
Blindsight 60 ft., split, ooze traits |
Blindsight 60 ft., split, ooze traits |
Saves:
|
Fort +9, Ref -2, Will -2 |
Fort +15, Ref +1, Will +1 |
Abilities:
|
Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1 |
Str 26, Dex 1, Con 28, Int -, Wis 1, Cha 1 |
Skills:
|
Climb +11 |
Climb +16 |
Feats:
|
- |
- |
Environment:
|
Underground |
Underground |
Organization:
|
Solitary |
Solitary |
Challenge Rating:
|
7
|
12 |
Treasure:
|
None |
None |
Alignment:
|
Always neutral |
Always neutral |
Advancement:
|
11-15 HD (Huge); 16-30 HD (Gargantuan) |
- |
Level Adjustment:
|
- |
- |
The typical
black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.
Acid (Ex): The creature secretes a digestive
acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or
constrict attack deals
acid damage, and the opponent's armor and
clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a
black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The pudding's acidic touch deals 21 points of
damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this
damage.
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.
Skills: A
black pudding has a +8 racial bonus on
Climb checks and can always choose to take 10 on a
Climb check, even if rushed or threatened.
|
Huge Ooze |
Hit Dice:
|
4d10+32 (54 hp) |
Initiative:
|
-5 |
Speed:
|
15 ft. (3 squares) |
Armor Class:
|
3 (-2 size, -5 Dex), touch 3, flat-footed 3 |
Base Attack/Grapple:
|
+3/+11 |
Attack:
|
Slam +1 melee (1d6 plus 1d6 acid) |
Full Attack:
|
Slam +1 melee (1d6 plus 1d6 acid) |
Space/Reach:
|
15 ft./10 ft. |
Special Attacks:
|
Acid, engulf, paralysis |
Special Qualities:
|
Blindsight 60 ft., immunity to electricity, ooze traits, transparent |
Saves:
|
Fort +9, Ref -4, Will -4 |
Abilities:
|
Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1 |
Skills:
|
- |
Feats:
|
- |
Environment:
|
Underground |
Organization:
|
Solitary |
Challenge Rating:
|
3 |
Treasure:
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1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone) |
Alignment:
|
Always neutral |
Advancement:
|
5-12 HD (Huge); 13-24 HD (Gargantuan) |
Level Adjustment:
|
- |
The nearly
transparent gelatinous cube travels slowly along dungeon
corridors and cave
floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube's body.
A typical
gelatinous cube is 15 feet on a side and weighs about 50,000 pounds, though much larger specimens are not unknown.
A
gelatinous cube attacks by slamming its body into its prey. It is capable of lashing out with a pseudopod, but usually engulfs foes.
Engulf (Ex): Although it moves slowly, a
gelatinous cube can simply mow down Large or smaller creatures 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 opportunity attacks against the cube, but if they do so they are not entitled to a
saving throw. Those who do not attempt
attacks of opportunity must succeed on a DC 13 Reflex save or be 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, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
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): Gelatinous cubes are hard to see, even under ideal
conditions, and it takes a DC 15
Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.
|
Medium Ooze |
Hit Dice:
|
3d10+15 (31 hp) |
Initiative:
|
-5 |
Speed:
|
10 ft. (2 squares) |
Armor Class:
|
5 (-5 Dex), touch 5, flat-footed 5 |
Base Attack/Grapple:
|
+2/+3 |
Attack:
|
Slam +3 melee (1d6+1 plus 1d6 acid) |
Full Attack:
|
Slam +3 melee (1d6+1 plus 1d6 acid) |
Space/Reach:
|
5 ft./5 ft. |
Special Attacks:
|
Acid, constrict 1d6+1 plus 1d6 acid, improved grab |
Special Qualities:
|
Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent |
Saves:
|
Fort +6, Ref -4, Will -4 |
Abilities:
|
Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1 |
Skills:
|
- |
Feats:
|
- |
Environment:
|
Cold marshes |
Organization:
|
Solitary |
Challenge Rating:
|
4 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
|
4-6 HD (Medium); 7-9 HD (Large) |
Level Adjustment:
|
- |
A
gray ooze can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds.
Acid (Ex): A
gray ooze secretes a digestive
acid that quickly dissolves organic material and metal, but not stone. Any melee hit or
constrict attack deals
acid damage. Armor or
clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a
gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.
The ooze's acidic touch deals 16 points of
damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this
damage.
Transparent (Ex): A
gray ooze is hard to
identify, even under ideal
conditions, and it takes a DC 15
Spot check to notice one. Creatures who fail to notice a
gray ooze and walk into it are automatically hit with a melee attack for slam and
acid damage.
|
Large Ooze |
Hit Dice:
|
6d10+36 (69 hp) |
Initiative:
|
-5 |
Speed:
|
10 ft. (2 squares), climb 10 ft. |
Armor Class:
|
4 (-1 size, -5 Dex), touch 4, flat-footed 4 |
Base Attack/Grapple:
|
+4/+10 |
Attack:
|
Slam +5 melee (2d4+3 plus 1d4 acid) |
Full Attack:
|
Slam +5 melee (2d4+3 plus 1d4 acid) |
Space/Reach:
|
10 ft./5 ft. |
Special Attacks:
|
Acid, constrict 2d4+3 plus 1d4 acid, improved grab |
Special Qualities:
|
Blindsight 60 ft., split, ooze traits |
Saves:
|
Fort +8, Ref -3, Will -3 |
Abilities:
|
Str 15, Dex 1, Con 22, Int -, Wis 1, Cha 1 |
Skills:
|
Climb +10 |
Feats:
|
- |
Environment:
|
Temperate marshes |
Organization:
|
Solitary |
Challenge Rating:
|
5 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
|
7-9 HD (Large); 10-18 HD (Huge) |
Level Adjustment:
|
- |
An
ochre jelly can grow to a diameter of about 15 feet and a thickness of about 6 inches, but can compress its body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 5,600 pounds.
An
ochre jelly attempts to envelop and squeeze its prey.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no
damage to an
ochre jelly. Instead the creature splits into two identical jellies, each with half of the original's current
hit points (round down). A jelly with 10
hit points or less cannot be further
split and dies if reduced to 0 it points.
Skills: An
ochre jelly has a +8 racial bonus on
Climb checks and can always choose to take 10 on a
Climb check, even if rushed or threatened.
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