Every adventurer worthy of the moniker knows that oozes are unthinking blobs of protoplasm. If spotted early, these dangerous creatures can be avoided quite easily. A few oozes can think, albeit in an alien way. These “id oozes,” as adventurers have come to call them, seem to be aberrant spawn of typical oozes rather than a race in their own right.
Id oozes are ruled by impulse; although they are intelligent, their understanding of the world is guided by instinct rather than reasoning. Consequences and thoughts of the future are as alien to them as their thought processes are to most other creatures. Consequently, many id oozes behave as rashly as any unintelligent ooze, attacking any targets they notice. The difference between id oozes and normal oozes becomes apparent only when an id ooze chooses to attack.
“Id” is an inherited template that can be added to any ooze (referred to hereafter as the base creature). An id ooze uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Alignment: Always chaotic neutral
Armor Class: An id ooze can use a shield. If it has just one natural attack, using a shield prevents it from making attacks at all.
Immunities: The base creature loses the mindless quality if it has it and any immunity to mind affecting effects.
Attacks: An id ooze retains all the base creature’s attacks, but not its weapon and armor proficiency. In lieu of making natural attacks it can wield a weapon appropriate for its size. The id ooze can use a pseudopod to wield or manipulate any object that can be held in one hand. If the base creature has more than one natural attack, the id ooze can use two pseudopods to wield objects, functioning like a creature using a weapon with two hands. It does not, however, gain proficiency with these items unless it takes the appropriate feats. Wielding objects with two pseudopods prevents it from using any of its natural attacks.
The id ooze deals damage normally with its natural attacks and any weapons it wields. If it wields a weapon, shield, or any other object, and it normally deals energy damage with its touch or a slam attack (such as acid damage), the object takes the indicated energy damage once per round at the end of the id ooze’s turn. Certain materials, however, take no damage from acid and other types of energy.
Abilities: Dex +6, Con +6, Wis +6, Cha +6. If the base creature has no Intelligence score or one less than 10, its Intelligence becomes 10. If the base creature has an Intelligence score 10 or greater it gains Int +4.
Feats: An id ooze has a number of feats appropriate for a creature of its HD. If it often uses a shield or wields a weapon, it must take feats that give it proficiency with those items or take nonproficiency penalties.
Skills: Because it is intelligent, the id ooze gains skills. An id ooze’s class skills are Perception and Stealth. If the base creature has a climb speed, Climb is also a class skill, and if it has a swim speed, Swim is also a class skill.
Languages: Id oozes cannot speak but can understand languages if its Intelligence allows it.
Special Qualities: The base creature loses the mindless quality if it has it.
Treasure: Same as the base creature plus any gear.