🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Aquatic OozeCreature 4


UncommonMediumAquaticMindlessOoze
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 One Action +13 (+9, +5) to hit (agile, unarmed) 1d6 + 5 Bludgeoning + 1d6 Acid

Motion Sense

A gray ooze can sense nearby creatures through vibration and air or water movement.

Puddled Ambush Reaction

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 One Action

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 Acid

A 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 One Action

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

Uncommon

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.

Aquatic

Aquatic 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.

Mindless

A 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.

Ooze

Oozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.