Aquatic OozeCreature 4
Source Pathfinder #182: Graveclaw
Perception +8 (motion sense (precise) 60 feet)
Languages none
Skills Athletics +11, Stealth +10
Str +5, Dex +2, Con +4, Int -5, Wis +0, Cha -5
AC 14; Fort +12; Reflex +10; Will +8;
HP 60
Speed 10 feet (climb 10 feet, swim 10 feet)
Immunities acid, critical hits, precision, unconscious, visual
Resistances Slashing 5, Piercing 5
Pseudopod
+13 (+9, +5) to hit (agile, unarmed) 1d6 + 5 Bludgeoning + 1d6 AcidMotion Sense
A gray ooze can sense nearby creatures through vibration and air or water movement.
Puddled Ambush
Trigger A creature enters a space occupied by a gray ooze
Requirements Initiative has not yet been rolled
Effect The gray ooze automatically notices the creature, then makes a pseudopod Strike against one creature adjacent to itself before rolling initiative.
Constrict
1d6[bludgeoning],1d6 acid1d6 bludgeoning plus 1d6 acid, DC 21 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Gray Ooze AcidA gray ooze's acid damages only metal and organic materials, not stone.
Paralysis (incapacitation)A creature hit by the ooze's pseudopod is Paralyzed unless it succeeds at a DC 19 fortitude save. A victim can attempt a new save to recover at the end of each of its turns.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
These dangerous oozes are the bane of any who travel through swamps, marshes, or damp caves. Easily masquerading as pools of clear water or patches of wet stone, gray oozes lie in wait for unwary victims to reach down for a drink or step into what appears to be a puddle, then lash out with whiplike pseudopods to ensnare and consume their hapless prey.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.
OozeOozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.