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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.

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