Healing Goo (3.5e Creature)

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Healing Goo
Size/Type: Medium Ooze (good)
Hit Dice: 5d10+40 ((67 HP) hp)
Initiative: -2
Speed: 20 ft
Armor Class: 9 ( -2 Dex, +1 Deflection), touch 9, flat-footed 9
Base Attack/Grapple: +3/+6
Attack: Slam +9 melee (1d4+4 plus spell effect)
Full Attack: +9 melee
Space/Reach: 5 ft/5 ft
Special Attacks: Cure Light Wounds, Engulf
Special Qualities: Ooze traits, DR: 10/magic, SR 16, Death watch blind sight 60 ft, blind
Saves: Fort +9, Ref -1, Will -4
Abilities: Str 16, Dex 5, Con 26, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: NG
Advancement: 6-10 HD Large, 11-15 HD Huge
Level Adjustment:
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A blob of slightly clear bright yellow goo dribs from the ceiling, and pulls itself together and raises into a human high blob.

The Healing Goo is a blob of pure positive energy created from the Cure Light Wounds spell and artificially given life. This creature lives for the soul purpose of healing other creatures wounds , and is compelled to do so, as long as another creature within its range of blind sight, is even slightly wounded. When no wounded creature is in sight, Healing Goo will mostly attempt to touch the wounded part of the creature if its only slightly wounded. If a Healing Goo encounters a heavily wounded creature, it will attempt to engulf the wounded creature, to make the healing more effective. The Healing Goo does not eat, does not sleep, and does not breath. A healing goo does not grow, and will not perish until it is killed.


Healing Goo does not fight, unless its attacked and is not able to flee. In addition if a wounded creature is attacking, Healing Goo will most likely attempt to engulf the creature and attempt to heal it, before attempting to flee.

Engulf (Ex): Healing Goo can engulf another creature of the same size as itself or smaller, by entering its space and completely surround it with its body. Doing so is a standard action, that cannot be done in the same turn as a slam attack. The creature getting engulfed can either choose to take an attack of opportunity, or attempt to avoid getting engulfed by making a reflex save (DC 14). A creature engulfed by Healing Goo is considered grappled, and will benefit from the Cure Light Wound spell, but is not entitled to a will save against the effect even if he would normally be.

Cure Light Wounds (Su): Healing Goo can cast Cure Light Wounds as the spell with a caster level equal to its HD, as a free action 1/round on any creature it touches. The Healing Goo can either do this with a touch attack with a 10 foot reach, a normal slam attack or with its engulf ability. Casting this spell does not provoke attack of opportunity. A creature engulfed by the Healing Goo, is not entitled to a saving throw against the spell even if he so desires. Every time the Living Cure casts, Cure Light Wounds it also heals itself, ½ the amount the targeted creature was healed. Healing Goo of large size casts Cure Moderate wounds instead of Cure light wounds, and huge sized Healing Goo, casts Cure Serious Wounds, instead of Cure Moderate Wounds.

Death watch (Su): The Living Cure can tell how wounded another creature is, and how close this creature is to death, as long as this creature is within 60 ft of the Living Cure.

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