OmoxCreature 12
Source Pathfinder Monster Core
Perception +22 (darkvision)
Languages Chthonian, Draconic, Empyrean, Telepathy 100 Feet
Skills Acrobatics +21, Athletics +23, Religion +20, Stealth +24
Str +7, Dex +6, Con +7, Int +2, Wis +4, Cha +4
AC 25; Fort +23; Reflex +21; Will +20; +1 status to all saves vs. magic
HP 395
Speed 40 feet (climb 20 feet, swim 80 feet)
Immunities acid, critical hits, disease, poison, precision
Weaknesses Cold Iron 10, Holy 10
Sludge Tendril
+25 (+20, +15) to hit (acid, unholy) 2d6+13 Bludgeoning + 2d6 AcidSlime Ball
+23 (+18, +13) to hit (acid, brutal, unholy) 2d4+11 Bludgeoning + 2d6 AcidTelepathy 100 feet (aura, magical, mental)
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Cleanly VulnerabilityAn omox embodies filth, and they find the concept of cleanliness abhorrent. An omox subjected to an effect that cleans them, such as the tidy command of Prestidigitation, takes 2d6 mental damage. They also take this damage the first time each round a creature hit by one of the omox's attacks spends actions cleaning off the filth.
+1 Status to All Saves vs. MagicAbsorb Weapon
(concentrate)Trigger A creature hits the omox with a melee weapon
Effect The omox attempts to [/act disarm] the creature. On a critical success, the weapon becomes subsumed within the omox's body rather than falling to the ground. Retrieving the weapon requires Disarming the omox of it.
Liquid Leap
(concentrate, teleportation)Requirements The omox is in a space of liquid.
Effect The omox teleports from its current space to any unoccupied space of liquid within 120 feet.
Slime TrapA creature hit by an omox's slime ball must succeed at a DC 32 reflex save or take a –10-foot circumstance penalty to its Speeds for 1 minute or until it Escapes. On a critical failure, the creature is also Clumsy 1 for the same duration.
Effect: Slime Trap
Smother
Requirements The omox has a creature Grabbed or Restrained
Effect The demon flows over the creature, covering it in oozing acidic slime. The creature must succeed at a DC 32 fortitude save or it becomes Blinded and must hold its breath or begin suffocating. These effects lasts as long as the omox has the creature grabbed or restrained.
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.
Divine Innate Spells (DC 32, +24 to hit)
1st Level: Create Water (At Will)
4th Level: Translocate, Translocate (At Will)
5th Level: Control Water, Toxic Cloud
Rituals
Seemingly made from living, animated filth, omoxes have no true anatomy, although they generally spend most of their time in roughly humanoid shapes, resembling some grim caricatures of half-melted humanoids. While scholars once believed these foul demons to be a pure, concentrated form of the corruption that suffuses the Outer Rifts and its inhabitants, in truth these demons arise from the souls of those who routinely befouled and polluted their surroundings in life.
When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.
Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DemonA family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
OozeOozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.