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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5<br />
Shipwreck Ooze<br />
Large Ooze (<strong>Aquatic</strong>)<br />
Hit Dice: 4d10+8 (30 hp)<br />
Initiative: -5<br />
Speed: Swim 15 ft. (3 squares)<br />
Armor Class: 4 (-1 size, -5 Dex), touch 4,<br />
flat-footed 4<br />
Base Attack/Grapple: +3/+11<br />
Attack: Slam +6 melee (1d8+6 plus 1d6 acid)<br />
Full Attack: Slam +6 melee (1d8+6 plus 1d6<br />
acid)<br />
Space/Reach: 10 ft./10 ft.<br />
Special Attacks: Acid, constrict 1d8+6 and<br />
1d6 acid, engulf<br />
Shipwreck oozes lie in wait underwater, using<br />
<strong>the</strong>ir natural camouflage to surprise <strong>the</strong> unwary.<br />
Named for where <strong>the</strong>y were first discovered—<br />
inside <strong>the</strong> bows <strong>of</strong> sunken ships—shipwreck oozes<br />
are amorphous masses <strong>of</strong> sticky, acidic jelly. A<br />
shipwreck ooze’s translucent body resembles a<br />
large air pocket, <strong>of</strong>ten resting on <strong>the</strong> sea surface<br />
or rising from <strong>the</strong> depths. Nearly weightless,<br />
shipwreck oozes drift through water as <strong>the</strong>y seek<br />
to find and envelop prey. <strong>The</strong>y feed on any organic<br />
material <strong>the</strong>y come in contact with, and can even<br />
dissolve steel.<br />
Shipwreck oozes cannot survive exposure to<br />
air. <strong>The</strong>y rely on water to keep <strong>the</strong>ir membranes<br />
moist, and on land, a shipwreck ooze quickly<br />
wi<strong>the</strong>rs and dies. As its “skin” cracks, an ooze’s<br />
fluid core spills out through thousands <strong>of</strong> tiny<br />
ruptures, creating a high-pitched whine like that <strong>of</strong><br />
a shrieking child.<br />
Combat<br />
Shipwreck oozes, when not floating near <strong>the</strong><br />
surface <strong>of</strong> a body <strong>of</strong> water, cling to <strong>the</strong> ceilings <strong>of</strong><br />
underwater caves and shipwrecks. When creatures<br />
pass below, <strong>the</strong>y descend and engulf <strong>the</strong>ir prey.<br />
Acid (Ex): A shipwreck ooze is composed <strong>of</strong><br />
acid that dissolves organic material and metal, but<br />
not stone. Any melee hit or constrict attack deals<br />
acid damage. Armor or clothing dissolves and<br />
becomes useless immediately unless it succeeds on<br />
a DC 14 Reflex save. A metal or wooden weapon<br />
that strikes a shipwreck ooze also dissolves<br />
immediately unless it succeeds on a DC 14 Reflex<br />
save. <strong>The</strong> save DCs are Constitution-based.<br />
<strong>The</strong> shipwreck ooze’s acidic touch deals 14<br />
points <strong>of</strong> damage per round to wooden or metal<br />
objects, but <strong>the</strong> ooze must remain in contact with<br />
<strong>the</strong> object for 1 full round to deal this damage.<br />
98<br />
Special Qualities: Blindsight 80 ft.,<br />
camouflage, dehydration, ooze traits<br />
Saves: Fort +3, Ref -4, Will -4<br />
Abilities: Str 19, Dex 1, Con 15, Int —, Wis<br />
1, Cha 1<br />
Skills: Hide –9*, Swim +12<br />
Feats: —<br />
Environment: Any aquatic<br />
Organization: Solitary or school (2-7)<br />
Challenge Rating: 5<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 5-8 HD (Large); 9-12 HD<br />
(Huge)<br />
Level Adjustment: —<br />
Constrict (Ex): A shipwreck ooze deals<br />
automatic slam and acid damage with a successful<br />
grapple check. <strong>The</strong> opponent’s clothing and armor<br />
take a -4 penalty on Reflex saves against <strong>the</strong> acid.<br />
Engulf (Ex): A shipwreck ooze can mow<br />
down Large or smaller creatures as a standard action.<br />
<strong>The</strong> ooze merely has to move over <strong>the</strong> opponents,<br />
affecting as many as it can cover. Opponents can<br />
make opportunity attacks, but if <strong>the</strong>y do so <strong>the</strong>y are<br />
not entitled to a saving throw. Those who do not<br />
attempt attacks <strong>of</strong> opportunity must succeed on a<br />
DC 16 Reflex save or be engulfed; on a success,<br />
<strong>the</strong>y are pushed back or aside (opponent’s choice)<br />
as <strong>the</strong> ooze moves forward. Engulfed creatures<br />
are subject to <strong>the</strong> ooze’s acid, and are considered<br />
grappled and trapped within its body. <strong>The</strong> save DC<br />
is Strength-based<br />
Dehydration (Ex): A shipwreck ooze that is<br />
removed from water takes 4d10 points <strong>of</strong> damage<br />
every round until it is submerged again.<br />
Blindsight (Ex): A shipwreck ooze’s entire<br />
body is a primitive sensory organ that can ascertain<br />
prey by water vibrations within 80 feet. Beyond<br />
that range, <strong>the</strong>y are considered blinded. Shipwreck<br />
oozes are invulnerable to gaze attacks, visual<br />
effects <strong>of</strong> spells such as illusions, and o<strong>the</strong>r attack<br />
forms that rely on sight.<br />
Skills: A shipwreck ooze has a +8 racial<br />
bonus on any Swim check to perform some special<br />
action or avoid a hazard. It can always choose<br />
to take 10 on a Swim check, even if distracted<br />
or endangered. It can use <strong>the</strong> run action while<br />
swimming, provided it swims in a straight line.<br />
* A shipwreck ooze has a +13 racial bonus<br />
to Hide checks when motionless and immersed in<br />
water.