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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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8 Vampiric Ooze<br />

Large Undead<br />

Hit Dice: 8d12 (52 hp)<br />

Initiative: -5<br />

Speed: 10 ft. (2 squares), climb 10 ft. (2<br />

squares)<br />

Armor Class: 4 (-1 size, -5 Dex), touch 4,<br />

flat-footed 4<br />

Base Attack/Grapple: +4/+10<br />

Attack: Slam +5 melee (2d4+3 plus energy<br />

drain)<br />

Full Attack: Slam +5 melee (2d4+3 plus<br />

energy drain)<br />

Face/Reach: 10 ft./10 ft.<br />

Special Attacks: Constrict 2d4+3, create<br />

spawn, energy drain, improved grab<br />

Special Qualities: Amorphous, blindsight 60<br />

<strong>The</strong> vampiric ooze appears as a giant flowing<br />

and bubbling mass <strong>of</strong> mustard-yellow ooze. It can<br />

alter its shape so as to appear up to 12 feet long and<br />

6 inches thick; it can also compress its body to slip<br />

through cracks as small as 1 inch wide. It spends its<br />

time sli<strong>the</strong>ring along floors, walls, and ceilings, or if<br />

above ground, hunting its prey at night.<br />

Combat<br />

A vampiric ooze attempts to envelop and<br />

constrict its prey, dealing negative levels with its<br />

slam attack.<br />

Constrict (Ex): A vampiric ooze deals<br />

automatic slam and energy drain damage with a<br />

successful grapple check.<br />

Create Spawn (Su): Any humanoid slain by<br />

a vampiric ooze’s energy drain becomes a zombie<br />

in 1d4 rounds. Spawn are under <strong>the</strong> command <strong>of</strong><br />

<strong>the</strong> vampiric ooze that created <strong>the</strong>m and remain<br />

enslaved until its death. <strong>The</strong>y do not possess any <strong>of</strong><br />

<strong>the</strong> abilities <strong>the</strong>y had in life.<br />

Energy Drain (Su): Living creatures hit by a<br />

vampiric ooze’s slam attack gain one negative level.<br />

<strong>The</strong> DC is 14 for <strong>the</strong> Fortitude save to remove a<br />

Aquane<br />

Medium Aberration (<strong>Aquatic</strong>)<br />

Hit Dice: 7d8+14 (45 hp)<br />

Initiative; +7<br />

Speed: 20 ft. (4 squares), swim 20 ft.<br />

Armor Class: 17 (+3 Dex, +4 natura1), touch<br />

13, flat-footed 14<br />

Base Attack/Grapple: +5/+5<br />

Attack: Shortspear +5 melee (1d6) or<br />

shortspear +8 ranged (1d6)<br />

158<br />

ft., immunity to polymorphing, split, undead<br />

traits, vulnerability to sunlight<br />

Saves: Fort +2, Ref -3, Will +1<br />

Abilities: Str 15, Dex 1, Con —, Int —, Wis<br />

1, Cha 1<br />

Skills: Climb +10<br />

Feats: —<br />

Environment: Any marsh and underground<br />

Organization: Solitary or pack (vampiric ooze<br />

plus 2-4 zombies)<br />

Challenge Rating: 8<br />

Treasure: None<br />

Alignment: Always chaotic evil<br />

Advancement: 9-16 HD (Large); 17-24 HD<br />

(Huge)<br />

Level Adjustment: —<br />

negative level. <strong>The</strong> save DC is Constitution-based.<br />

For each negative level bestowed, <strong>the</strong> vampiric ooze<br />

gains 5 temporary hit points. A vampiric ooze can<br />

use its energy drain ability once per round.<br />

Improved Grab (Ex): To use this ability, a<br />

vampiric ooze must hit with its slam attack. It can<br />

<strong>the</strong>n attempt to start a grapple as a free action without<br />

provoking an attack <strong>of</strong> opportunity. If it wins <strong>the</strong><br />

grapple check, it establishes a hold and can constrict.<br />

Amorphous (Ex): A vampiric ooze is not<br />

subject to critical hits. It cannot be flanked.<br />

Split (Ex): Cold and electricity deal no<br />

damage to a vampiric ooze. Instead, <strong>the</strong> creature<br />

splits into two identical oozes, each with half <strong>of</strong><br />

<strong>the</strong> original’s current hit points (round down). A<br />

vampiric ooze with 10 hit points or less cannot be<br />

fur<strong>the</strong>r split and dies if reduced to 0 hit points.<br />

Vulnerability to Sunlight (Ex): Exposing a<br />

vampiric ooze to direct sunlight disorients it: It can<br />

take only a single move action or attack action and is<br />

destroyed utterly in <strong>the</strong> next round if it cannot escape.<br />

Skills: Vampiric oozes have a +8 racial bonus on<br />

Climb checks. A vampiric ooze can always choose to<br />

take 10 on Climb checks, even if rushed or threatened.<br />

Full Attack: Shortspear +5 melee (1d6) or<br />

shortspear +8 ranged (1d6)<br />

Space/Reach: 5 ft./ 5 ft.<br />

Special Attack: Spell-like abilities, spells,<br />

water constriction, water strike<br />

Special Qualities: Amphibious, darkvision 60<br />

ft., odorless, water barrier<br />

Saves: Fort +4, Ref +5, Will +8

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