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