A large pool of water is situated here. Floating near the center of it is a large reddish-colored gem.
Speed 5 ft., fly 30 ft (poor), swim 40 ft.
Melee slam +3 (1d4+3 plus 1d4 acid plus paralysis)
Space 10 ft.; Reach 5 ft.
Special Attacks engulf (DC 17, 1d4 acid and paralysis), paralysis (1d6 rounds, DC 17)
By releasing naturally occurring helium from its body, a diger is able to fly for a number of rounds equal to 1 + 1/2 its current Constitution score (12 rounds for the average diger). After that, it must land and cannot fly again until it has rested for 2 minutes (20 rounds).
A diger is transparent in water. It takes a successful DC 15 Perception check to recognize a motionless diger for what it really is.
Digers are semi-transparent oozes about 9 feet in diameter that live in abandoned ruins or underground areas where they spend most of their time hunting for food. A diger’s gem-like eye offers it a means to lure its prey in so it can attack. A character can attempt a DC 15 Perception check to realize the gem is not real, but is in fact a part of the creature itself. Anyone with ranks in Appraise or Craft (gemcutting) can use one of those skills instead of Perception to notice.
A diger attacks by hitting a foe with its slimy appendage, or by simply waiting, floating unnoticed until an opponent contacts it. Often, a diger lies at the bottom of a pool or stream where it is almost impossible to detect (+10 on Perception DC). Its gem-like eye appears to be a gemstone or jewel embedded in the ground under the water. An opponent that moves to grab the gemstone is immediately attacked by the diger.