Plasma ooze (3.5e Creature)

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Plasma ooze[edit]

Size/Type: Medium Ooze
Hit Dice: 6d12+10 (56 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 22 (+3 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +4/+6
Attack: Slam +6 melee
Full Attack: Slam 1d8+4
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: empathy, bloodbath, seep
Special Qualities: ooze traits
Saves: Fort +6, Ref +9, Will +4
Abilities: Str 24, Dex 17, Con 17, Int -, Wis 11, Cha 19
Skills: Listen -3, Spot -5
Feats: Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment:


This shapeless, undulating ooze writhes and crawls as if pulling itself forward by fingerless hands. Tiny boils bubble up on the surface of its body and pop, spraying its noxious contents back onto itself. It drags deeply as it moves, leaving streaks of red on whatever surface it crosses.


Combat[edit]

Bloodbath (Ex): With a successful grapple check (grapple bonus +12, including a +5 racial bonus on grapple checks), a Plasma ooze may engulf a creature of up to its own size category. A engulfed creature is subject to drowning. A victim that is still alive when it emerges from the Plasma ooze's body (either by escaping or being ejected by the Plasma ooze) takes 2d6 points of Wisdom damage from the psychological trauma inflicted upon it by nearly drowning in blood. The creature must also make a successful Fortitude save (DC 16) on emerging or be nauseated for 1d8 rounds.

Blood rot (Ex): When a Plasma ooze hits a creature they must make a 20 Fort save or be posind for 1d6 rounds and loose 1d6 hit points per a round. (This dose stack)

Ooze Traits: An ooze is an amorphous or mutable creature. Oozes are immune to poison, sleep, paralysis, stunning, and polymorphing. They have no clear front or back and are therefore not subject to critical hits or flanking. Oozes are blind but have the Blindsight special quality. They have no Intelligence scores and are therefore immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).



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