Ooze, Mercury

This creature resembles a swirling thick pool of silvery-white mercury.

Mercury Ooze CR 4

XP 1,200
N Large ooze
Init -4; Senses blindsight 60 ft.; Perception -5


AC 5, touch 5, flat-footed 5 (-4 Dex, -1 size)
hp 55 (5d8+25)
Fort +6, Ref -3, Will -4
Immune ooze traits


Speed 10 ft., climb 20 ft.
Melee slam +4 (2d4+4 plus mercury poisoning and grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (2d4+4)


Str 14, Dex 3, Con 21, Int —, Wis 1, Cha 1
Base Atk +3; CMB +6 (+10 to grapple); CMD 12 (can’t be tripped)
Skills Climb +10


Mercury Poisoning (Ex)

Slam—injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1 Dexterity damage and 1 Constitution damage; cure 1 save. The save DC is Constitution-based.

If an opponent failed a save against the poison, one week after suffering the effects of the mercury poisoning, if the target has not received the benefits of a neutralize poison during that time span, then he must succeed on a DC 17 Will save or be affected as if by an insanity spell (caster level 10th). The effects can be removed by the successful casting of a greater restoration, heal, miracle, or wish spell.


Environment underground
Organization solitary
Treasure none

Created by some bizarre and broken arcane experiment in ages past, the mercury ooze is a monster best left alone. The mercury ooze is about 8 feet long and 6 inches thick. It can compress its body to a thickness of 1 inch to slip into cracks and crevices.

A mercury ooze attacks by grabbing and squeezing its prey.

Section 15: Copyright Notice

Mercury Ooze from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

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