An ooze creature is an intelligent ooze created when a creature dies in the slime left behind by another ooze creature. The first ooze creature might have been the creation of a deity of oozes and slimes, but today’s ooze creatures are self-perpetuating races in their own right.
An ooze creature resembles the creature it once was, but its body consists of semi-translucent slime and dripping goo. Though it possesses many of the same skills as it did before, it lacks the personality and memory of its original form and is interested only in dissolving and eating other living creatures.
“Ooze” is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature) that is not of the ooze type. An ooze creature uses all the base creature’s statistics and special abilities, except as noted here.
Challenge Rating: Same as the base creature +3.
Alignment: Any non-lawful and non-good.
Type: The creature’s type changes to ooze and loses all racial subtypes. Do not recalculate base attack bonuses, saves, or skill points.
Armor Class: The ooze creature loses the base creature’s natural armor bonus.
Hit Dice: Change all of the base creature’s racial HD to d8s.
Defensive Abilities: An ooze creature gains acid immunity and all other ooze traits. If the ooze creature has an Intelligence score, it does not gain immunity to mind-affecting effects. Additionally, an ooze creature gains the following.
Speed: Each of the ooze creature’s speeds is reduced to one-half the corresponding speed of the base creature. If the base creature has a fly speed, its maneuverability becomes clumsy if it was not already.
Attacks: An ooze creature retains all its weapon and armor proficiencies. However, because of its acidic touch, manufactured weapons and armor are at best a temporary arrangement for an ooze creature. All natural attacks of an ooze creature gain the grab universal ability. The ooze creature gains a primary slam attack that does damage based on its size if it has no other natural attacks. In addition, each of an ooze creature’s natural attacks deals acid damage, as shown on the Table 2-31: Ooze Creature Traits.
Special Attacks: The ooze creature retains all the base creature’s special attacks and gains those described here.
Any creature grappling an ooze creature automatically takes the ooze creature’s acid damage each round that the grapple is maintained. The damage is in addition to any damage the ooze creature might deal with a successful grapple check.
An ooze creature’s acid also affects clothing and armor, which take the same amount of damage as the creature wearing it. A successful Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes an ooze creature likewise takes acid damage unless the wielder makes a Reflex save. If an ooze creature remains in contact with a metal or wooden object for more than 1 round it does its total Hit Dice of acid damage (no save) to the object. The save DCs are Constitution-based.
An ooze creature can throw a glob of acid at foes as a ranged touch attack. An acid globule is considered a thrown weapon with a range increment of 20 feet. The globule deals acid damage based on its size as given in Table 2-31: Ooze Creature Traits.
Any living creature reduced to zero or fewer hit points and lying prone in an ooze creature’s exuded ooze makes stabilization checks normally. However, when a stabilization check fails, the creature immediately transforms into an ooze, gaining the ooze template instead of losing a hit point. The new ooze creature arises on the following round with average hit points for its character level. The new ooze creature is controlled by the one that exuded the ooze that transformed it (as dominate monster). Because of the deadly acidic nature of these ooze puddles, the spawning of ooze creatures is rare and often happens entirely at random.
At will as a full-round action, an ooze creature can exude a circle of slippery ooze in a spread centered on its body. The size of the spread and the duration that it remains in the area depend on the ooze creature’s size, as given in Table 2-31: Ooze Creature Traits.
Any creature attempting to move into, through, or out of the area must succeed on a DC 15 Acrobatics check when doing so or fall prone. Each round that a creature remains in contact with the ooze puddle, it takes ooze’s acid damage as given in Table 2-31: Ooze Creature Traits.
Abilities: Str +4, Dex -6 (minimum 1), Con +4, Int -4 (minimum 1), Wis -4 (minimum 1), Cha -4 (minimum 1).
Feats: An ooze creature retains all of its bonus feats. Any feats it no longer meets the prerequisites for become bonus feats as well.
Special Qualities: The ooze creature retains all the base creature’s special qualities and gains the compression universal ability as well as the following.
An ooze creature recalls the skills and abilities it possessed in life, but not its past personality or feelings. Every ooze creature has an Intelligence score of at least 1, and although it might be a poor strategist, it can make use of the abilities and attacks that its former self had, unless the changes imposed by the template make those functions impossible (such as with certain kinds of spellcasting).
Organization: solitary, pair, or gang (3-6)
|Size||Acid Damage||Ooze Puddle Radius||Duration|
|Fine||1||One 5-ft. square||2 rounds|
|Diminutive||1d2||One 5 ft. square||3 rounds|
|Tiny||1d3||One 5 ft. square||5 rounds|
|Small||1d4||5 ft.||6 rounds|
|Medium||1d6||5 ft.||6 rounds|
|Large||1d8||10 ft.||12 rounds|
|Huge||2d6||10 ft.||18 rounds|
|Gargantuan||2d8||15 ft.||30 rounds|
|Colossal||4d6||20 ft.||60 rounds|
Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens