This rancid-smelling mound of animated ooze has about its shifting countenance the hideous shape of a half-melted man.
AC 28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10 natural)
Speed 40 ft., climb 20 ft., swim 80 ft.
At will—create water, greater teleport (self plus 50 lbs. of objects only), liquid leap (see below), telekinesis (DC 19)
Str 26, Dex 25, Con 24, Int 15, Wis 19, Cha 18
An omox’s nauseating body is composed of sticky, acidic slime. As an attack action, it can hurl a glob of slime (range increment 20 feet). Any creature that is struck by the glob must make a DC 23 Reflex save or become entangled for 1d6 rounds. The save DC is Constitution-based.
An omox can use its grab ability against a creature of any size. When it grabs a foe, it attempts to flow over and into the victim’s mouth and nose to smother it. Each round the omox maintains its grapple, its victim cannot breathe or speak. See rules for suffocation here.
Environment any (the Abyss)
Organization solitary or clot (2–6)
Amorphous beings of living slime, these repulsive demons lurk in fetid pools and lakes of filth, eager to drown unwary passersby. When summoned to the Material Plane, omoxes typically guard places of sacred filth or waters watched over by cults of Jubilex, the demon lord with which these foul demons are most commonly associated.
A typical omox stands 7 feet tall and weighs 1,200 pounds. They form from the souls of those who destroyed beautiful things in life, or who befouled and desecrated objects of purity.