This seething mass of bubbling molten rock churns and moves of its own hungry accord. This one’s fiery body is covered with black streaks.
Brimstone Ooze CR 8
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 85 (9d8+45)
Fort +8, Ref –2, Will –2
Defensive Abilities split (cold and slashing, 8 hp); DR 5/good; Immune fire, ooze traits; Resist cold 10; SR 13
Weaknesses vulnerability to cold, vulnerability to water
Speed 10 ft., climb 10 ft.
Melee slam +14 (2d6+13 plus 2d6 fire, grab, and burn)
Space 10 ft.; Reach 5 ft.
Special Attacks burn (2d6, DC 19), constrict (2d6+13 plus 2d6 fire plus burn), smite good 1/day
The brimstone ooze is formed of molten rock. Whenever a creature strikes a brimstone ooze with a weapon, that weapon takes 4d6 points of fire damage unless the attacker makes a DC 19 Fortitude save. Damage caused to weapons in this manner is not halved, but hardness does help prevent some of the damage dealt. The save DC is Constitution-based.
Once per day, the brimstone ooze may smite a good-aligned creature. As a swift action, the brimstone ooze chooses one target within sight to smite. If this target is good, the brimstone ooze adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the brimstone ooze rests.
A significant amount of water, such as that created by a create water spell, the contents of a large bucket, or a blow from a water elemental, that strikes a brimstone ooze forces the creature to make a DC 20 Fortitude save to avoid being staggered for 2d4 rounds. A brimstone ooze that is immersed in water must make a DC 20 Fortitude save each round (this DC increases by +1 each subsequent round) or become petrified, reverting once the water is gone.
Environment any volcano or underground
Brimstone oozes are corrupted magma oozes that have been touched by an evil power. They share most characteristics of their lesser cousins, but have an innate hatred of all good creatures.