3e SRD:Gray Ooze

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Gray Ooze[edit]

Size/Type: Medium Ooze
Hit Dice: 3d10+10 (26 hp)
Initiative: -5 (Dex)
Speed: 10 ft.
AC: 5 (-5 Dex)
Attacks: Slam +3 melee
Damage: Slam 1d6+1 and 1d6 acid
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, acid, corrosion, constrict 1d6+1 and 1d6 acid
Special Qualities: Blindsight, cold and fire immunity, ooze, camouflage
Saves: Fort +1, Ref -4, Will -4
Abilities: Str 12, Dex 1, Con 11, Int —, Wis 1, Cha 1
Climate/Terrain: Any marsh and underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium-size); 7-9 (Large)


Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Improved Grab (Ex): To use this ability, the gray ooze must hit with its slam attack. If it gets a hold, it can constrict.

Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal. Any melee hit deals acid damage. The ooze’s acidic touch deals 40 points of damage per round to wood or metal objects. Armor or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 19). The acid cannot harm stone. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds at a Reflex save (DC 19).

Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a -4 penalty to Reflex saves against the acid.

Camouflage (Ex): It takes a successful Spot check (DC 15) to recognize a motionless gray ooze for what it really is.

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